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// Geometric Tools, LLC
// Copyright (c) 1998-2014
// Distributed under the Boost Software License, Version 1.0.
// http://www.boost.org/LICENSE_1_0.txt
// http://www.geometrictools.com/License/Boost/LICENSE_1_0.txt
//
// File Version: 5.0.0 (2010/01/01)
#include "MTMesh.h"
//----------------------------------------------------------------------------
MTMesh::MTMesh (int numVertices, int numEdges, int numTriangles)
:
mVertices(numVertices),
mEdges(numEdges),
mTriangles(numTriangles),
mInitialELabel(-1),
mInitialTLabel(-1)
{
}
//----------------------------------------------------------------------------
MTMesh::MTMesh (const MTMesh& mesh)
{
*this = mesh;
}
//----------------------------------------------------------------------------
MTMesh::~MTMesh ()
{
}
//----------------------------------------------------------------------------
void MTMesh::Reset (int numVertices, int numEdges, int numTriangles)
{
mVertices.Reset(numVertices);
mEdges.Reset(numEdges);
mTriangles.Reset(numTriangles);
mVMap.clear();
mEMap.clear();
mTMap.clear();
}
//----------------------------------------------------------------------------
MTMesh& MTMesh::operator= (const MTMesh& mesh)
{
mVertices = mesh.mVertices;
mEdges = mesh.mEdges;
mTriangles = mesh.mTriangles;
mVMap = mesh.mVMap;
mEMap = mesh.mEMap;
mTMap = mesh.mTMap;
mInitialELabel = mesh.mInitialELabel;
mInitialTLabel = mesh.mInitialTLabel;
return *this;
}
//----------------------------------------------------------------------------
bool MTMesh::Insert (int label0, int label1, int label2)
{
// Insert the triangle.
int t = InsertTriangle(label0, label1, label2);
if (t == -1)
{
// The triangle already exists.
return true;
}
// Insert the vertices of the triangle.
int v0 = InsertVertex(label0);
int v1 = InsertVertex(label1);
int v2 = InsertVertex(label2);
// Insert the edges of the triangle.
int e0 = InsertEdge(label0, label1);
int e1 = InsertEdge(label1, label2);
int e2 = InsertEdge(label2, label0);
// Set the connections among the components.
MTTriangle& triangle = mTriangles[t];
MTVertex& vertex0 = mVertices[v0];
MTVertex& vertex1 = mVertices[v1];
MTVertex& vertex2 = mVertices[v2];
MTEdge& edge0 = mEdges[e0];
MTEdge& edge1 = mEdges[e1];
MTEdge& edge2 = mEdges[e2];
// Attach edges to vertices.
vertex0.InsertEdge(e2);
vertex0.InsertEdge(e0);
vertex1.InsertEdge(e0);
vertex1.InsertEdge(e1);
vertex2.InsertEdge(e1);
vertex2.InsertEdge(e2);
edge0.Vertex(0) = v0;
edge0.Vertex(1) = v1;
edge1.Vertex(0) = v1;
edge1.Vertex(1) = v2;
edge2.Vertex(0) = v2;
edge2.Vertex(1) = v0;
// Attach triangles to vertices.
vertex0.InsertTriangle(t);
vertex1.InsertTriangle(t);
vertex2.InsertTriangle(t);
triangle.Vertex(0) = v0;
triangle.Vertex(1) = v1;
triangle.Vertex(2) = v2;
// Attach triangle to edges.
AttachTriangleToEdge(t, triangle, 0, e0, edge0);
AttachTriangleToEdge(t, triangle, 1, e1, edge1);
AttachTriangleToEdge(t, triangle, 2, e2, edge2);
return true;
}
//----------------------------------------------------------------------------
int MTMesh::InsertVertex (int label)
{
MTIVertex vertex(label);
int v;
VIter iter = mVMap.find(vertex);
if (iter != mVMap.end())
{
// The vertex already exists.
v = iter->second;
}
else
{
// Create a new vertex.
v = mVertices.Append(MTVertex(label));
mVMap.insert(std::make_pair(vertex, v));
}
return v;
}
//----------------------------------------------------------------------------
int MTMesh::InsertEdge (int label0, int label1)
{
MTIEdge edge(label0, label1);
int e;
EIter iter = mEMap.find(edge);
if (iter != mEMap.end())
{
// The edge already exists.
e = iter->second;
}
else
{
// Create a new edge.
e = mEdges.Append(MTEdge(mInitialELabel));
mEMap.insert(std::make_pair(edge, e));
}
return e;
}
//----------------------------------------------------------------------------
int MTMesh::InsertTriangle (int label0, int label1, int label2)
{
MTITriangle triangle(label0, label1, label2);
int t;
TIter iter = mTMap.find(triangle);
if (iter != mTMap.end())
{
// The triangle already exists.
t = -1;
}
else
{
// create new triangle
t = mTriangles.Append(MTTriangle(mInitialTLabel));
mTMap.insert(std::make_pair(triangle, t));
}
return t;
}
//----------------------------------------------------------------------------
bool MTMesh::Remove (int label0, int label1, int label2)
{
TIter iter = mTMap.find(MTITriangle(label0, label1, label2));
if (iter == mTMap.end())
{
// The triangle does not exist.
return false;
}
int t = iter->second;
MTTriangle& triangle = mTriangles[t];
// Detach triangle from edges.
int e0 = triangle.Edge(0);
int e1 = triangle.Edge(1);
int e2 = triangle.Edge(2);
MTEdge& edge0 = mEdges[e0];
MTEdge& edge1 = mEdges[e1];
MTEdge& edge2 = mEdges[e2];
DetachTriangleFromEdge(t, triangle, 0, e0, edge0);
DetachTriangleFromEdge(t, triangle, 1, e1, edge1);
DetachTriangleFromEdge(t, triangle, 2, e2, edge2);
// Detach triangle from vertices.
int v0 = triangle.Vertex(0);
MTVertex& vertex0 = mVertices[v0];
vertex0.RemoveTriangle(t);
int v1 = triangle.Vertex(1);
MTVertex& vertex1 = mVertices[v1];
vertex1.RemoveTriangle(t);
int v2 = triangle.Vertex(2);
MTVertex& vertex2 = mVertices[v2];
vertex2.RemoveTriangle(t);
// Detach edges from vertices (only if last edge to reference vertex).
bool e0Destroy = (edge0.Triangle(0) == -1);
if (e0Destroy)
{
vertex0.RemoveEdge(e0);
vertex1.RemoveEdge(e0);
}
bool e1Destroy = (edge1.Triangle(0) == -1);
if (e1Destroy)
{
vertex1.RemoveEdge(e1);
vertex2.RemoveEdge(e1);
}
bool e2Destroy = (edge2.Triangle(0) == -1);
if (e2Destroy)
{
vertex0.RemoveEdge(e2);
vertex2.RemoveEdge(e2);
}
// Removal of components from the sets and maps starts here. Be careful
// using set indices, component references, and map iterators since
// deletion has side effects. Deletion of a component might cause another
// component to be moved within the corresponding set or map.
bool v0Destroy = (vertex0.GetNumEdges() == 0);
bool v1Destroy = (vertex1.GetNumEdges() == 0);
bool v2Destroy = (vertex2.GetNumEdges() == 0);
// Remove edges if no longer used.
if (e0Destroy)
{
RemoveEdge(label0, label1);
}
if (e1Destroy)
{
RemoveEdge(label1, label2);
}
if (e2Destroy)
{
RemoveEdge(label2, label0);
}
// Remove vertices if no longer used.
if (v0Destroy)
{
RemoveVertex(label0);
}
if (v1Destroy)
{
RemoveVertex(label1);
}
if (v2Destroy)
{
RemoveVertex(label2);
}
// Remove triangle (definitely no longer used).
RemoveTriangle(label0, label1, label2);
return true;
}
//----------------------------------------------------------------------------
void MTMesh::RemoveVertex (int label)
{
// Get array location of vertex.
VIter iter = mVMap.find(MTIVertex(label));
if (iter == mVMap.end())
{
assertion(false, "Vertex does not exist.\n");
return;
}
int v = iter->second;
// Remove the vertex from the array and from the map.
int vOld, vNew;
mVertices.RemoveAt(v, &vOld, &vNew);
mVMap.erase(iter);
if (vNew >= 0)
{
// The vertex at the end of the array moved into the slot vacated by
// the deleted vertex. Update all the components sharing the moved
// vertex.
MTVertex& vertex = mVertices[vNew];
// Inform edges about location change.
for (int e = 0; e < vertex.GetNumEdges(); ++e)
{
MTEdge& edge = mEdges[vertex.GetEdge(e)];
edge.ReplaceVertex(vOld, vNew);
}
// Inform triangles about location change.
for (int t = 0; t < vertex.GetNumTriangles(); ++t)
{
MTTriangle& triangle = mTriangles[vertex.GetTriangle(t)];
triangle.ReplaceVertex(vOld, vNew);
}
iter = mVMap.find(MTIVertex(vertex.GetLabel()));
assertion(iter != mVMap.end(), "Vertex does not exist.\n");
iter->second = vNew;
}
}
//----------------------------------------------------------------------------
void MTMesh::RemoveEdge (int label0, int label1)
{
// Get array location of edge.
EIter iter = mEMap.find(MTIEdge(label0, label1));
if (iter == mEMap.end())
{
assertion(false, "Edge does not exist.\n");
return;
}
int e = iter->second;
// Remove the edge from the array and from the map.
int eOld, eNew;
mEdges.RemoveAt(e, &eOld, &eNew);
mEMap.erase(iter);
if (eNew >= 0)
{
// The edge at the end of the array moved into the slot vacated by
// the deleted edge. Update all the components sharing the moved
// edge.
MTEdge& edge = mEdges[eNew];
// Inform vertices about location change.
MTVertex& vertex0 = mVertices[edge.Vertex(0)];
MTVertex& vertex1 = mVertices[edge.Vertex(1)];
vertex0.ReplaceEdge(eOld, eNew);
vertex1.ReplaceEdge(eOld, eNew);
// Inform triangles about location change.
for (int t = 0; t < 2; ++t)
{
int tIndex = edge.GetTriangle(t);
if (tIndex != -1)
{
MTTriangle& triangle = mTriangles[tIndex];
triangle.ReplaceEdge(eOld, eNew);
}
}
iter = mEMap.find(MTIEdge(vertex0.GetLabel(), vertex1.GetLabel()));
assertion(iter != mEMap.end(), "Edge does not exist.\n");
iter->second = eNew;
}
}
//----------------------------------------------------------------------------
void MTMesh::RemoveTriangle (int label0, int label1, int label2)
{
// Get array location of triangle.
TIter iter = mTMap.find(MTITriangle(label0, label1, label2));
if (iter == mTMap.end())
{
assertion(false, "Triangle does not exist.\n");
return;
}
int t = iter->second;
// Remove the triangle from the array and from the map.
int tOld, tNew;
mTriangles.RemoveAt(t, &tOld, &tNew);
mTMap.erase(iter);
if (tNew >= 0)
{
// The triangle at the end of the array moved into the slot vacated by
// the deleted triangle. Update all the components sharing the moved
// triangle.
MTTriangle& triangle = mTriangles[tNew];
// Inform vertices about location change.
MTVertex& vertex0 = mVertices[triangle.Vertex(0)];
MTVertex& vertex1 = mVertices[triangle.Vertex(1)];
MTVertex& vertex2 = mVertices[triangle.Vertex(2)];
vertex0.ReplaceTriangle(tOld, tNew);
vertex1.ReplaceTriangle(tOld, tNew);
vertex2.ReplaceTriangle(tOld, tNew);
// Inform edges about location change.
for (int e = 0; e < 3; ++e)
{
MTEdge& edge = mEdges[triangle.GetEdge(e)];
edge.ReplaceTriangle(tOld, tNew);
}
// Inform adjacents about location change.
for (int a = 0; a < 3; ++a)
{
int aIndex = triangle.GetAdjacent(a);
if (aIndex != -1)
{
MTTriangle& adjacent = mTriangles[aIndex];
adjacent.ReplaceAdjacent(tOld, tNew);
}
}
iter = mTMap.find(MTITriangle(vertex0.GetLabel(), vertex1.GetLabel(),
vertex2.GetLabel()));
assertion(iter != mTMap.end(), "Triangle does not exist.\n");
iter->second = tNew;
}
}
//----------------------------------------------------------------------------
void MTMesh::AttachTriangleToEdge (int t, MTTriangle& triangle, int i, int e,
MTEdge& edge)
{
if (edge.Triangle(0) == -1)
{
edge.Triangle(0) = t;
}
else
{
int a = edge.Triangle(0);
MTTriangle& adjacent = mTriangles[a];
triangle.Adjacent(i) = a;
for (int j = 0; j < 3; ++j)
{
if (adjacent.Edge(j) == e)
{
adjacent.Adjacent(j) = t;
break;
}
}
if (edge.Triangle(1) == -1)
{
edge.Triangle(1) = t;
}
else
{
assertion(false, "The mesh is not manifold.\n");
}
}
triangle.Edge(i) = e;
}
//----------------------------------------------------------------------------
void MTMesh::DetachTriangleFromEdge (int t, MTTriangle& triangle, int i,
int e, MTEdge& edge)
{
// This function leaves T only partially complete. The edge E is no
// longer referenced by T, even though the vertices of T reference the
// end points of E. If T has an adjacent triangle A that shares E, then
// A is a complete triangle.
if (edge.Triangle(0) == t)
{
int a = edge.Triangle(1);
if (a != -1)
{
// T and TAdj share E, update adjacency information for both
MTTriangle& adjacent = mTriangles[a];
for (int j = 0; j < 3; ++j)
{
if (adjacent.Edge(j) == e)
{
adjacent.Adjacent(j) = -1;
break;
}
}
}
edge.Triangle(0) = a;
}
else if (edge.Triangle(1) == t)
{
// T and TAdj share E, update adjacency information for both
MTTriangle& adjacent = mTriangles[edge.Triangle(0)];
for (int j = 0; j < 3; ++j)
{
if (adjacent.Edge(j) == e)
{
adjacent.Adjacent(j) = -1;
break;
}
}
}
else
{
// Should not get here. The specified edge must share the input
// triangle.
assertion(false, "Unexpected condition.\n");
}
edge.Triangle(1) = -1;
triangle.Edge(i) = -1;
triangle.Adjacent(i) = -1;
}
//----------------------------------------------------------------------------
bool MTMesh::SubdivideCentroid (int label0, int label1, int label2,
int& nextLabel)
{
int t = T(label0,label1,label2);
if (t == -1)
{
return false;
}
if (mVMap.find(MTIVertex(nextLabel)) != mVMap.end())
{
// Vertex already exists with this label.
return false;
}
// Subdivide the triangle.
Remove(label0, label1, label2);
Insert(label0, label1, nextLabel);
Insert(label1, label2, nextLabel);
Insert(label2, label0, nextLabel);
++nextLabel;
return true;
}
//----------------------------------------------------------------------------
bool MTMesh::SubdivideCentroidAll (int& nextLabel)
{
// Verify that the next-label range is valid.
const int tMax = mTriangles.GetNumElements();
int t, tempLabel;
for (t = 0, tempLabel = nextLabel; t < tMax; ++t, ++tempLabel)
{
if (mVMap.find(MTIVertex(tempLabel)) != mVMap.end())
{
// A vertex already exists with this label.
return false;
}
}
// Care must be taken when processing the triangles iteratively. The
// side of effect of removing the first triangle is that the last triangle
// in the array is moved into the vacated position. The first problem is
// that the moved triangle will be skipped in the iteration. The second
// problem is that the insertions cause the triangle array to grow. To
// avoid skipping the moved triangle, a different algorithm than the one
// in SubdivideCentroid(int,int,int,int&) is used. The triangle to be
// removed is detached from two edges. Two of the subtriangles are added
// to the mesh. The third subtriangle is calculated in the already
// existing memory that stored the original triangle. To avoid the
// infinite recursion induced by a growing array, the original size of
// the triangle array is stored int iTMax. This guarantees that only the
// original triangles are subdivided and that newly added triangles are
// not.
for (t = 0; t < tMax; ++t, ++nextLabel)
{
// The triangle to subdivide.
MTTriangle& triangle = mTriangles[t];
int label0 = GetVLabel(triangle.Vertex(0));
int label1 = GetVLabel(triangle.Vertex(1));
int label2 = GetVLabel(triangle.Vertex(2));
// Detach the triangle from two edges.
int e1 = triangle.Edge(1), e2 = triangle.Edge(2);
MTEdge& edge1 = mEdges[e1];
MTEdge& edge2 = mEdges[e2];
DetachTriangleFromEdge(t, triangle, 1, e1, edge1);
DetachTriangleFromEdge(t, triangle, 2, e2, edge2);
// Insert the two subtriangles that share edges E1 and E2. A
// potential side effect is that the triangle array is reallocated
// to make room for the new triangles. This will invalidate the
// reference 'triangle' from the code above, but the index t into
// the array is still correct. A reallocation of the vertex array
// might also occur.
Insert(label1, label2, nextLabel);
Insert(label2, label0, nextLabel);
// Stitch the third subtriangle to the other subtriangles.
MTTriangle& triangleN = mTriangles[t];
int subE1 = E(label1, nextLabel);
int subE2 = E(label0, nextLabel);
MTEdge& subEdge1 = mEdges[subE1];
MTEdge& subEdge2 = mEdges[subE2];
AttachTriangleToEdge(t, triangleN, 1, subE1, subEdge1);
AttachTriangleToEdge(t, triangleN, 2, subE2, subEdge2);
}
return true;
}
//----------------------------------------------------------------------------
bool MTMesh::SubdivideEdge (int label0, int label1, int& nextLabel)
{
int e = E(label0, label1);
if (e == -1)
{
return false;
}
if (mVMap.find(MTIVertex(nextLabel)) != mVMap.end())
{
// A vertex already exists with this label.
return false;
}
// Split the triangles sharing the edge.
MTEdge& edge = mEdges[e];
int t0 = edge.Triangle(0);
int t1 = edge.Triangle(1);
int t0v0, t0v1, t0v2, t1v0, t1v1, t1v2, t0e0, t0e1, t1e0, t1e1;
if (t0 >= 0 && t1 == -1)
{
// The edge is shared only by T0.
MTTriangle& triangle0 = mTriangles[t0];
t0v0 = GetVLabel(triangle0.Vertex(0));
t0v1 = GetVLabel(triangle0.Vertex(1));
t0v2 = GetVLabel(triangle0.Vertex(2));
t0e0 = triangle0.Edge(0);
t0e1 = triangle0.Edge(1);
Remove(t0v0, t0v1, t0v2);
if (t0e0 == e)
{
Insert(t0v0, nextLabel, t0v2);
Insert(nextLabel, t0v1, t0v2);
}
else if (t0e1 == e)
{
Insert(t0v1, nextLabel, t0v0);
Insert(nextLabel, t0v2, t0v0);
}
else
{
Insert(t0v2, nextLabel, t0v1);
Insert(nextLabel, t0v0, t0v1);
}
}
else if (t1 >= 0 && t0 == -1)
{
// The edge is shared only by T1. The Remove(int,int,int) call is not
// factored outside the conditional statements to avoid potential
// reallocation side effects that would invalidate the reference
// 'triangle1'.
MTTriangle& triangle1 = mTriangles[t1];
t1v0 = GetVLabel(triangle1.Vertex(0));
t1v1 = GetVLabel(triangle1.Vertex(1));
t1v2 = GetVLabel(triangle1.Vertex(2));
t1e0 = triangle1.Edge(0);
t1e1 = triangle1.Edge(1);
Remove(t1v0, t1v1, t1v2);
if (t1e0 == e)
{
Insert(t1v0, nextLabel, t1v2);
Insert(nextLabel, t1v1, t1v2);
}
else if (t1e1 == e)
{
Insert(t1v1, nextLabel, t1v0);
Insert(nextLabel, t1v2, t1v0);
}
else
{
Insert(t1v2, nextLabel, t1v1);
Insert(nextLabel, t1v0, t1v1);
}
}
else
{
assertion(t0 >= 0 && t1 >= 0, "Unexpected condition.\n");
// The edge is shared both by T0 and T1. The Remove(int,int,int) call
// is not factored outside the conditional statements to avoid
// potential reallocation side effects that would invalidate the
/// references 'triangle0' and 'triangle1'.
MTTriangle& triangle0 = mTriangles[t0];
t0v0 = GetVLabel(triangle0.Vertex(0));
t0v1 = GetVLabel(triangle0.Vertex(1));
t0v2 = GetVLabel(triangle0.Vertex(2));
t0e0 = triangle0.Edge(0);
t0e1 = triangle0.Edge(1);
MTTriangle& triangle1 = mTriangles[t1];
t1v0 = GetVLabel(triangle1.Vertex(0));
t1v1 = GetVLabel(triangle1.Vertex(1));
t1v2 = GetVLabel(triangle1.Vertex(2));
t1e0 = triangle1.Edge(0);
t1e1 = triangle1.Edge(1);
// Both triangles must be removed before the insertions to guarantee
// that the common edge is deleted first from the mesh.
Remove(t0v0, t0v1, t0v2);
Remove(t1v0, t1v1, t1v2);
if (t0e0 == e)
{
Insert(t0v0, nextLabel, t0v2);
Insert(nextLabel, t0v1, t0v2);
}
else if (t0e1 == e)
{
Insert(t0v1, nextLabel, t0v0);
Insert(nextLabel, t0v2, t0v0);
}
else
{
Insert(t0v2, nextLabel, t0v1);
Insert(nextLabel, t0v0, t0v1);
}
if (t1e0 == e)
{
Insert(t1v0, nextLabel, t1v2);
Insert(nextLabel, t1v1, t1v2);
}
else if (t1e1 == e)
{
Insert(t1v1, nextLabel, t1v0);
Insert(nextLabel, t1v2, t1v0);
}
else
{
Insert(t1v2, nextLabel, t1v1);
Insert(nextLabel, t1v0, t1v1);
}
}
++nextLabel;
return true;
}
//----------------------------------------------------------------------------
void MTMesh::Print (std::ofstream& outFile) const
{
int v, e, t;
// Print the vertex information.
const int numVertices = mVertices.GetNumElements();
outFile << "vertex quantity = " << numVertices << std::endl;
for (v = 0; v < numVertices; ++v)
{
const MTVertex& vertex = mVertices.Get(v);
outFile << "vertex<" << v << ">" << std::endl;
outFile << " l: " << vertex.GetLabel() << std::endl;
outFile << " e: ";
const int numEdges = vertex.GetNumEdges();
for (e = 0; e < numEdges; ++e)
{
outFile << vertex.GetEdge(e) << ' ';
}
outFile << std::endl;
outFile << " t: ";
const int numTriangles = vertex.GetNumTriangles();
for (t = 0; t < numTriangles; ++t)
{
outFile << vertex.GetTriangle(t) << ' ';
}
outFile << std::endl;
}
outFile << std::endl;
// Print the edge information.
const int numEdges = mEdges.GetNumElements();
outFile << "edge quantity = " << numEdges << std::endl;
for (e = 0; e < numEdges; ++e)
{
const MTEdge& edge = mEdges.Get(e);
outFile << "edge<" << e << ">" << std::endl;
outFile << " v: " << edge.GetVertex(0) << ' ' << edge.GetVertex(1)
<< std::endl;
outFile << " t: " << edge.GetTriangle(0) << ' '
<< edge.GetTriangle(1) << std::endl;
}
outFile << std::endl;
// Print the triangle information.
const int numTriangles = mTriangles.GetNumElements();
outFile << "triangle quantity = " << numTriangles << std::endl;
for (t = 0; t < numTriangles; ++t)
{
const MTTriangle& triangle = mTriangles.Get(t);
outFile << "triangle<" << t << ">" << std::endl;
outFile << " v: "
<< triangle.GetVertex(0) << ' '
<< triangle.GetVertex(1) << ' '
<< triangle.GetVertex(2) << std::endl;
outFile << " e: "
<< triangle.GetEdge(0) << ' '
<< triangle.GetEdge(1) << ' '
<< triangle.GetEdge(2) << std::endl;
outFile << " a: "
<< triangle.GetAdjacent(0) << ' '
<< triangle.GetAdjacent(1) << ' '
<< triangle.GetAdjacent(2) << std::endl;
}
outFile << std::endl;
}
//----------------------------------------------------------------------------
bool MTMesh::Print (const char* filename) const
{
std::ofstream outFile(filename);
if (!outFile)
{
return false;
}
Print(outFile);
return true;
}
//----------------------------------------------------------------------------
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