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734 lines
22 KiB
734 lines
22 KiB
/*=========================================================================
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Program: Visualization Toolkit
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Module: $RCSfile: vtkPolyDataNormals.cxx,v $
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Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
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All rights reserved.
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See Copyright.txt or http://www.kitware.com/Copyright.htm for details.
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This software is distributed WITHOUT ANY WARRANTY; without even
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the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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PURPOSE. See the above copyright notice for more information.
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=========================================================================*/
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#include "vtkPolyDataNormals.h"
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#include "vtkCellArray.h"
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#include "vtkCellData.h"
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#include "vtkFloatArray.h"
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#include "vtkMath.h"
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#include "vtkInformation.h"
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#include "vtkInformationVector.h"
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#include "vtkObjectFactory.h"
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#include "vtkPointData.h"
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#include "vtkPolyData.h"
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#include "vtkPolygon.h"
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#include "vtkTriangleStrip.h"
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#include "vtkPriorityQueue.h"
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vtkCxxRevisionMacro(vtkPolyDataNormals, "$Revision: 1.66 $");
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vtkStandardNewMacro(vtkPolyDataNormals);
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// Construct with feature angle=30, splitting and consistency turned on,
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// flipNormals turned off, and non-manifold traversal turned on.
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vtkPolyDataNormals::vtkPolyDataNormals()
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{
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this->FeatureAngle = 30.0;
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this->Splitting = 1;
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this->Consistency = 1;
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this->FlipNormals = 0;
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this->ComputePointNormals = 1;
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this->ComputeCellNormals = 0;
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this->NonManifoldTraversal = 1;
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this->AutoOrientNormals = 0;
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// some internal data
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this->NumFlips = 0;
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}
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#define VTK_CELL_NOT_VISITED 0
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#define VTK_CELL_VISITED 1
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// Generate normals for polygon meshes
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int vtkPolyDataNormals::RequestData(
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vtkInformation *vtkNotUsed(request),
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vtkInformationVector **inputVector,
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vtkInformationVector *outputVector)
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{
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// get the info objects
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vtkInformation *inInfo = inputVector[0]->GetInformationObject(0);
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vtkInformation *outInfo = outputVector->GetInformationObject(0);
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// get the input and ouptut
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vtkPolyData *input = vtkPolyData::SafeDownCast(
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inInfo->Get(vtkDataObject::DATA_OBJECT()));
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vtkPolyData *output = vtkPolyData::SafeDownCast(
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outInfo->Get(vtkDataObject::DATA_OBJECT()));
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int j;
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vtkIdType npts = 0;
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vtkIdType i;
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vtkIdType *pts = 0;
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vtkIdType numNewPts;
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double polyNormal[3], vertNormal[3], length;
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double flipDirection=1.0;
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vtkIdType numPolys, numStrips;
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vtkIdType cellId;
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vtkIdType numPts;
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vtkPoints *inPts;
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vtkCellArray *inPolys, *inStrips, *polys;
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vtkPoints *newPts = NULL;
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vtkFloatArray *newNormals;
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vtkPointData *pd, *outPD;
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vtkCellData *outCD;
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double n[3];
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vtkCellArray *newPolys;
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vtkIdType ptId, oldId;
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vtkDebugMacro(<<"Generating surface normals");
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numPolys=input->GetNumberOfPolys();
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numStrips=input->GetNumberOfStrips();
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if ( (numPts=input->GetNumberOfPoints()) < 1 )
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{
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vtkErrorMacro(<<"No data to generate normals for!");
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return 1;
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}
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// If there is nothing to do, pass the data through
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if ( this->ComputePointNormals == 0 && this->ComputeCellNormals == 0 ||
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(numPolys < 1 && numStrips < 1) )
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{ //don't do anything! pass data through
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output->CopyStructure(input);
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output->GetPointData()->PassData(input->GetPointData());
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output->GetCellData()->PassData(input->GetCellData());
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return 1;
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}
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output->GetCellData()->PassData(input->GetCellData());
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output->SetFieldData(input->GetFieldData());
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// Load data into cell structure. We need two copies: one is a
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// non-writable mesh used to perform topological queries. The other
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// is used to write into and modify the connectivity of the mesh.
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//
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inPts = input->GetPoints();
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inPolys = input->GetPolys();
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inStrips = input->GetStrips();
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this->OldMesh = vtkPolyData::New();
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this->OldMesh->SetPoints(inPts);
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if ( numStrips > 0 ) //have to decompose strips into triangles
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{
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if ( numPolys > 0 )
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{
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polys = vtkCellArray::New();
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polys->DeepCopy(inPolys);
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}
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else
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{
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polys = vtkCellArray::New();
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polys->Allocate(polys->EstimateSize(numStrips,5));
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}
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for ( inStrips->InitTraversal(); inStrips->GetNextCell(npts,pts); )
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{
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vtkTriangleStrip::DecomposeStrip(npts, pts, polys);
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}
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this->OldMesh->SetPolys(polys);
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polys->Delete();
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numPolys = polys->GetNumberOfCells();//added some new triangles
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}
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else
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{
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this->OldMesh->SetPolys(inPolys);
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polys = inPolys;
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}
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this->OldMesh->BuildLinks();
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this->UpdateProgress(0.10);
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pd = input->GetPointData();
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outPD = output->GetPointData();
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outCD = output->GetCellData();
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this->NewMesh = vtkPolyData::New();
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this->NewMesh->SetPoints(inPts);
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// create a copy because we're modifying it
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newPolys = vtkCellArray::New();
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newPolys->DeepCopy(polys);
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this->NewMesh->SetPolys(newPolys);
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this->NewMesh->BuildCells(); //builds connectivity
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// The visited array keeps track of which polygons have been visited.
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//
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if ( this->Consistency || this->Splitting || this->AutoOrientNormals )
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{
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this->Visited = new int[numPolys];
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memset(this->Visited, VTK_CELL_NOT_VISITED, numPolys*sizeof(int));
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this->CellIds = vtkIdList::New();
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this->CellIds->Allocate(VTK_CELL_SIZE);
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}
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else
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{
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this->Visited = NULL;
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}
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// Traverse all polygons insuring proper direction of ordering. This
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// works by propagating a wave from a seed polygon to the polygon's
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// edge neighbors. Each neighbor may be reordered to maintain consistency
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// with its (already checked) neighbors.
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//
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this->NumFlips = 0;
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if (this->AutoOrientNormals)
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{
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// No need to check this->Consistency. It's implied.
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// Ok, here's the basic idea: the "left-most" polygon should
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// have its outward pointing normal facing left. If it doesn't,
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// reverse the vertex order. Then use it as the seed for other
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// connected polys. To find left-most polygon, first find left-most
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// point, and examine neighboring polys and see which one
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// has a normal that's "most aligned" with the X-axis. This process
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// will need to be repeated to handle all connected components in
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// the mesh. Report bugs/issues to cvolpe@ara.com.
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int foundLeftmostCell;
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vtkIdType leftmostCellID=-1, currentPointID, currentCellID;
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vtkIdType *leftmostCells;
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unsigned short nleftmostCells;
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vtkIdType *cellPts;
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vtkIdType nCellPts;
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int cIdx;
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double bestNormalAbsXComponent;
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int bestReverseFlag;
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vtkPriorityQueue *leftmostPoints = vtkPriorityQueue::New();
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this->Wave = vtkIdList::New();
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this->Wave->Allocate(numPolys/4+1,numPolys);
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this->Wave2 = vtkIdList::New();
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this->Wave2->Allocate(numPolys/4+1,numPolys);
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// Put all the points in the priority queue, based on x coord
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// So that we can find leftmost point
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leftmostPoints->Allocate(numPts);
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for (ptId=0; ptId < numPts; ptId++)
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{
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leftmostPoints->Insert(inPts->GetPoint(ptId)[0],ptId);
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}
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// Repeat this while loop as long as the queue is not empty,
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// because there may be multiple connected components, each of
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// which needs to be seeded independently with a correctly
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// oriented polygon.
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while (leftmostPoints->GetNumberOfItems())
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{
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foundLeftmostCell = 0;
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// Keep iterating through leftmost points and cells located at
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// those points until I've got a leftmost point with
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// unvisited cells attached and I've found the best cell
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// at that point
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do {
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currentPointID = leftmostPoints->Pop();
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this->OldMesh->GetPointCells(currentPointID, nleftmostCells, leftmostCells);
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bestNormalAbsXComponent = 0.0;
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bestReverseFlag = 0;
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for (cIdx = 0; cIdx < nleftmostCells; cIdx++)
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{
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currentCellID = leftmostCells[cIdx];
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if (this->Visited[currentCellID] == VTK_CELL_VISITED)
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{
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continue;
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}
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this->OldMesh->GetCellPoints(currentCellID, nCellPts, cellPts);
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vtkPolygon::ComputeNormal(inPts, nCellPts, cellPts, n);
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// Ok, see if this leftmost cell candidate is the best
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// so far
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if (fabs(n[0]) > bestNormalAbsXComponent)
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{
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bestNormalAbsXComponent = fabs(n[0]);
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leftmostCellID = currentCellID;
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// If the current leftmost cell's normal is pointing to the
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// right, then the vertex ordering is wrong
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bestReverseFlag = (n[0] > 0);
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foundLeftmostCell = 1;
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} // if this normal is most x-aligned so far
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} // for each cell at current leftmost point
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} while (leftmostPoints->GetNumberOfItems() && !foundLeftmostCell);
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if (foundLeftmostCell)
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{
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// We've got the seed for a connected component! But do
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// we need to flip it first? We do, if it was pointed the wrong
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// way to begin with, or if the user requested flipping all
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// normals, but if both are true, then we leave it as it is.
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if (bestReverseFlag ^ this->FlipNormals)
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{
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this->NewMesh->ReverseCell(leftmostCellID);
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this->NumFlips++;
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}
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this->Wave->InsertNextId(leftmostCellID);
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this->Visited[leftmostCellID] = VTK_CELL_VISITED;
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this->TraverseAndOrder();
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this->Wave->Reset();
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this->Wave2->Reset();
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} // if found leftmost cell
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} // Still some points in the queue
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this->Wave->Delete();
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this->Wave2->Delete();
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vtkDebugMacro(<<"Reversed ordering of " << this->NumFlips << " polygons");
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} // automatically orient normals
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else
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{
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if ( this->Consistency )
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{
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this->Wave = vtkIdList::New();
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this->Wave->Allocate(numPolys/4+1,numPolys);
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this->Wave2 = vtkIdList::New();
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this->Wave2->Allocate(numPolys/4+1,numPolys);
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for (cellId=0; cellId < numPolys; cellId++)
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{
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if ( this->Visited[cellId] == VTK_CELL_NOT_VISITED)
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{
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if ( this->FlipNormals )
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{
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this->NumFlips++;
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this->NewMesh->ReverseCell(cellId);
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}
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this->Wave->InsertNextId(cellId);
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this->Visited[cellId] = VTK_CELL_VISITED;
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this->TraverseAndOrder();
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}
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this->Wave->Reset();
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this->Wave2->Reset();
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}
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this->Wave->Delete();
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this->Wave2->Delete();
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vtkDebugMacro(<<"Reversed ordering of " << this->NumFlips << " polygons");
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}//Consistent ordering
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} // don't automatically orient normals
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this->UpdateProgress(0.333);
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// Initial pass to compute polygon normals without effects of neighbors
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//
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this->PolyNormals = vtkFloatArray::New();
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this->PolyNormals->SetNumberOfComponents(3);
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this->PolyNormals->Allocate(3*numPolys);
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this->PolyNormals->SetName("Normals");
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this->PolyNormals->SetNumberOfTuples(numPolys);
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for (cellId=0, newPolys->InitTraversal(); newPolys->GetNextCell(npts,pts);
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cellId++ )
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{
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if ((cellId % 1000) == 0)
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{
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this->UpdateProgress (0.333 + 0.333 * (double) cellId / (double) numPolys);
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if (this->GetAbortExecute())
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{
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break;
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}
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}
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vtkPolygon::ComputeNormal(inPts, npts, pts, n);
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this->PolyNormals->SetTuple(cellId,n);
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}
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// Split mesh if sharp features
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if ( this->Splitting )
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{
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// Traverse all nodes; evaluate loops and feature edges. If feature
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// edges found, split mesh creating new nodes. Update polygon
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// connectivity.
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//
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this->CosAngle = cos ((double)
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vtkMath::DegreesToRadians() * this->FeatureAngle);
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// Splitting will create new points. We have to create index array
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// to map new points into old points.
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//
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this->Map = vtkIdList::New();
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this->Map->SetNumberOfIds(numPts);
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for (i=0; i < numPts; i++)
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{
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this->Map->SetId(i,i);
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}
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for (ptId=0; ptId < numPts; ptId++)
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{
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this->MarkAndSplit(ptId);
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}//for all input points
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numNewPts = this->Map->GetNumberOfIds();
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vtkDebugMacro(<<"Created " << numNewPts-numPts << " new points");
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// Now need to map attributes of old points into new points.
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//
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outPD->CopyNormalsOff();
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outPD->CopyAllocate(pd,numNewPts);
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newPts = vtkPoints::New(); newPts->SetNumberOfPoints(numNewPts);
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for (ptId=0; ptId < numNewPts; ptId++)
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{
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oldId = this->Map->GetId(ptId);
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newPts->SetPoint(ptId,inPts->GetPoint(oldId));
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outPD->CopyData(pd,oldId,ptId);
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}
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this->Map->Delete();
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} //splitting
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else //no splitting, so no new points
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{
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numNewPts = numPts;
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outPD->CopyNormalsOff();
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outPD->PassData(pd);
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}
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if ( this->Consistency || this->Splitting )
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{
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delete [] this->Visited;
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this->CellIds->Delete();
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}
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this->UpdateProgress(0.80);
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// Finally, traverse all elements, computing polygon normals and
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// accumulating them at the vertices.
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//
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if ( this->FlipNormals && ! this->Consistency )
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{
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flipDirection = -1.0;
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}
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newNormals = vtkFloatArray::New();
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newNormals->SetNumberOfComponents(3);
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newNormals->SetNumberOfTuples(numNewPts);
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newNormals->SetName("Normals");
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n[0] = n[1] = n[2] = 0.0;
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for (i=0; i < numNewPts; i++)
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{
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newNormals->SetTuple(i,n);
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}
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if (this->ComputePointNormals)
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{
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for (cellId=0, newPolys->InitTraversal(); newPolys->GetNextCell(npts,pts);
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cellId++ )
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{
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this->PolyNormals->GetTuple(cellId, polyNormal);
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for (i=0; i < npts; i++)
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{
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newNormals->GetTuple(pts[i], vertNormal);
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for (j=0; j < 3; j++)
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{
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n[j] = vertNormal[j] + polyNormal[j];
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}
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newNormals->SetTuple(pts[i],n);
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}
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}
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for (i=0; i < numNewPts; i++)
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{
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newNormals->GetTuple(i, vertNormal);
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length = vtkMath::Norm(vertNormal);
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if (length != 0.0)
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{
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for (j=0; j < 3; j++)
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{
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n[j] = vertNormal[j] / length * flipDirection;
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}
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}
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newNormals->SetTuple(i,n);
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}
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}
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// Update ourselves. If no new nodes have been created (i.e., no
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// splitting), we can simply pass data through.
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//
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if ( ! this->Splitting )
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{
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output->SetPoints(inPts);
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}
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// If there is splitting, then have to send down the new data.
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//
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else
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{
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output->SetPoints(newPts);
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newPts->Delete();
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}
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if (this->ComputeCellNormals)
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{
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outCD->SetNormals(this->PolyNormals);
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}
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this->PolyNormals->Delete();
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if (this->ComputePointNormals)
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{
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outPD->SetNormals(newNormals);
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}
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newNormals->Delete();
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output->SetPolys(newPolys);
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newPolys->Delete();
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// copy the original vertices and lines to the output
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output->SetVerts(input->GetVerts());
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output->SetLines(input->GetLines());
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this->OldMesh->Delete();
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this->NewMesh->Delete();
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return 1;
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}
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// Propagate wave of consistently ordered polygons.
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//
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void vtkPolyDataNormals::TraverseAndOrder (void)
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{
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vtkIdType p1, p2, i, k;
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int j, l;
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vtkIdType numIds, cellId;
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vtkIdType *pts, *neiPts, npts, numNeiPts;
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vtkIdType neighbor;
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vtkIdList *tmpWave;
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// propagate wave until nothing left in wave
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while ( (numIds=this->Wave->GetNumberOfIds()) > 0 )
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{
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for ( i=0; i < numIds; i++ )
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{
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cellId = this->Wave->GetId(i);
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this->NewMesh->GetCellPoints(cellId, npts, pts);
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for (j=0; j < npts; j++) //for each edge neighbor
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{
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p1 = pts[j];
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p2 = pts[(j+1)%npts];
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|
|
this->OldMesh->GetCellEdgeNeighbors(cellId, p1, p2, this->CellIds);
|
|
|
|
// Check the direction of the neighbor ordering. Should be
|
|
// consistent with us (i.e., if we are n1->n2,
|
|
// neighbor should be n2->n1).
|
|
if ( this->CellIds->GetNumberOfIds() == 1 ||
|
|
this->NonManifoldTraversal )
|
|
{
|
|
for (k=0; k < this->CellIds->GetNumberOfIds(); k++)
|
|
{
|
|
if (this->Visited[this->CellIds->GetId(k)]==VTK_CELL_NOT_VISITED)
|
|
{
|
|
neighbor = this->CellIds->GetId(k);
|
|
this->NewMesh->GetCellPoints(neighbor,numNeiPts,neiPts);
|
|
for (l=0; l < numNeiPts; l++)
|
|
{
|
|
if (neiPts[l] == p2)
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Have to reverse ordering if neighbor not consistent
|
|
//
|
|
if ( neiPts[(l+1)%numNeiPts] != p1 )
|
|
{
|
|
this->NumFlips++;
|
|
this->NewMesh->ReverseCell(neighbor);
|
|
}
|
|
this->Visited[neighbor] = VTK_CELL_VISITED;
|
|
this->Wave2->InsertNextId(neighbor);
|
|
}// if cell not visited
|
|
} // for each edge neighbor
|
|
} //for manifold or non-manifold traversal allowed
|
|
} // for all edges of this polygon
|
|
} //for all cells in wave
|
|
|
|
//swap wave and proceed with propagation
|
|
tmpWave = this->Wave;
|
|
this->Wave = this->Wave2;
|
|
this->Wave2 = tmpWave;
|
|
this->Wave2->Reset();
|
|
} //while wave still propagating
|
|
|
|
return;
|
|
}
|
|
|
|
//
|
|
// Mark polygons around vertex. Create new vertex (if necessary) and
|
|
// replace (i.e., split mesh).
|
|
//
|
|
void vtkPolyDataNormals::MarkAndSplit (vtkIdType ptId)
|
|
{
|
|
int i,j;
|
|
|
|
// Get the cells using this point and make sure that we have to do something
|
|
unsigned short ncells;
|
|
vtkIdType *cells;
|
|
this->OldMesh->GetPointCells(ptId,ncells,cells);
|
|
if ( ncells <= 1 )
|
|
{
|
|
return; //point does not need to be further disconnected
|
|
}
|
|
|
|
// Start moving around the "cycle" of points using the point. Label
|
|
// each point as requiring a visit. Then label each subregion of cells
|
|
// connected to this point that are connected (and not separated by
|
|
// a feature edge) with a given region number. For each N regions
|
|
// created, N-1 duplicate (split) points are created. The split point
|
|
// replaces the current point ptId in the polygons connectivity array.
|
|
//
|
|
// Start by initializing the cells as unvisited
|
|
for (i=0; i<ncells; i++)
|
|
{
|
|
this->Visited[cells[i]] = -1;
|
|
}
|
|
|
|
// Loop over all cells and mark the region that each is in.
|
|
//
|
|
vtkIdType numPts;
|
|
vtkIdType *pts;
|
|
int numRegions = 0;
|
|
vtkIdType spot, neiPt[2], nei, cellId, neiCellId;
|
|
double thisNormal[3], neiNormal[3];
|
|
for (j=0; j<ncells; j++) //for all cells connected to point
|
|
{
|
|
if ( this->Visited[cells[j]] < 0 ) //for all unvisited cells
|
|
{
|
|
this->Visited[cells[j]] = numRegions;
|
|
//okay, mark all the cells connected to this seed cell and using ptId
|
|
this->OldMesh->GetCellPoints(cells[j],numPts,pts);
|
|
|
|
//find the two edges
|
|
for (spot=0; spot < numPts; spot++)
|
|
{
|
|
if ( pts[spot] == ptId )
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
|
|
if ( spot == 0 )
|
|
{
|
|
neiPt[0] = pts[spot+1];
|
|
neiPt[1] = pts[numPts-1];
|
|
}
|
|
else if ( spot == (numPts-1) )
|
|
{
|
|
neiPt[0] = pts[spot-1];
|
|
neiPt[1] = pts[0];
|
|
}
|
|
else
|
|
{
|
|
neiPt[0] = pts[spot+1];
|
|
neiPt[1] = pts[spot-1];
|
|
}
|
|
|
|
for (i=0; i<2; i++) //for each of the two edges of the seed cell
|
|
{
|
|
cellId = cells[j];
|
|
nei = neiPt[i];
|
|
while ( cellId >= 0 ) //while we can grow this region
|
|
{
|
|
this->OldMesh->GetCellEdgeNeighbors(cellId,ptId,nei,this->CellIds);
|
|
if ( this->CellIds->GetNumberOfIds() == 1 &&
|
|
this->Visited[(neiCellId=this->CellIds->GetId(0))] < 0 )
|
|
{
|
|
this->PolyNormals->GetTuple(cellId, thisNormal);
|
|
this->PolyNormals->GetTuple(neiCellId, neiNormal);
|
|
|
|
if ( vtkMath::Dot(thisNormal,neiNormal) > CosAngle )
|
|
{
|
|
//visit and arrange to visit next edge neighbor
|
|
this->Visited[neiCellId] = numRegions;
|
|
cellId = neiCellId;
|
|
this->OldMesh->GetCellPoints(cellId,numPts,pts);
|
|
|
|
for (spot=0; spot < numPts; spot++)
|
|
{
|
|
if ( pts[spot] == ptId )
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (spot == 0)
|
|
{
|
|
nei = (pts[spot+1] != nei ? pts[spot+1] : pts[numPts-1]);
|
|
}
|
|
else if (spot == (numPts-1))
|
|
{
|
|
nei = (pts[spot-1] != nei ? pts[spot-1] : pts[0]);
|
|
}
|
|
else
|
|
{
|
|
nei = (pts[spot+1] != nei ? pts[spot+1] : pts[spot-1]);
|
|
}
|
|
|
|
}//if not separated by edge angle
|
|
else
|
|
{
|
|
cellId = -1; //separated by edge angle
|
|
}
|
|
}//if can move to edge neighbor
|
|
else
|
|
{
|
|
cellId = -1;//separated by previous visit, boundary, or non-manifold
|
|
}
|
|
}//while visit wave is propagating
|
|
}//for each of the two edges of the starting cell
|
|
numRegions++;
|
|
}//if cell is unvisited
|
|
}//for all cells connected to point ptId
|
|
|
|
if ( numRegions <=1 )
|
|
{
|
|
return; //a single region, no splitting ever required
|
|
}
|
|
|
|
// Okay, for all cells not in the first region, the ptId is
|
|
// replaced with a new ptId, which is a duplicate of the first
|
|
// point, but disconnected topologically.
|
|
//
|
|
vtkIdType lastId = this->Map->GetNumberOfIds();
|
|
vtkIdType replacementPoint;
|
|
for (j=0; j<ncells; j++)
|
|
{
|
|
if (this->Visited[cells[j]] > 0 ) //replace point if splitting needed
|
|
{
|
|
replacementPoint = lastId + this->Visited[cells[j]] - 1;
|
|
|
|
this->Map->InsertId(replacementPoint, ptId);
|
|
|
|
this->NewMesh->GetCellPoints(cells[j],numPts,pts);
|
|
for (i=0; i < numPts; i++)
|
|
{
|
|
if ( pts[i] == ptId )
|
|
{
|
|
pts[i] = replacementPoint; // this is very nasty! direct write!
|
|
break;
|
|
}
|
|
}//replace ptId with split point
|
|
}//if not in first regions and requiring splitting
|
|
}//for all cells connected to ptId
|
|
|
|
return;
|
|
}
|
|
|
|
void vtkPolyDataNormals::PrintSelf(ostream& os, vtkIndent indent)
|
|
{
|
|
this->Superclass::PrintSelf(os,indent);
|
|
|
|
os << indent << "Feature Angle: " << this->FeatureAngle << "\n";
|
|
os << indent << "Splitting: " << (this->Splitting ? "On\n" : "Off\n");
|
|
os << indent << "Consistency: " << (this->Consistency ? "On\n" : "Off\n");
|
|
os << indent << "Flip Normals: " << (this->FlipNormals ? "On\n" : "Off\n");
|
|
os << indent << "Auto Orient Normals: " << (this->AutoOrientNormals ? "On\n" : "Off\n");
|
|
os << indent << "Num Flips: " << this->NumFlips << endl;
|
|
os << indent << "Compute Point Normals: "
|
|
<< (this->ComputePointNormals ? "On\n" : "Off\n");
|
|
os << indent << "Compute Cell Normals: "
|
|
<< (this->ComputeCellNormals ? "On\n" : "Off\n");
|
|
os << indent << "Non-manifold Traversal: "
|
|
<< (this->NonManifoldTraversal ? "On\n" : "Off\n");
|
|
}
|
|
|
|
|