start on decl data structure

This commit is contained in:
James E McClure 2018-07-27 16:23:39 -04:00
parent 99aa823a73
commit 9f6f514d05
5 changed files with 397 additions and 6 deletions

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@ -221,7 +221,5 @@ void Minkowski::PrintAll()
fprintf(LOGFILE,"%.5g %.5g %.5g %.5g\n",vol_n_global, An_global, Jn_global, euler_global); // minkowski measures
fflush(LOGFILE);
}
}

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@ -82,6 +82,5 @@ public:
void SortBlobs();
};
#endif

338
analysis/decl.cpp Normal file
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@ -0,0 +1,338 @@
#include "analysis/pmmc.h"
#include "analysis/decl.h"
/*
Double connected edge list (DECL)
*/
Vertex::Vertex(){
count = 0;
}
Vertex::~Vertex(){
}
void Vertex::add(Point P){
vertex_data.push_back(P.x);
vertex_data.push_back(P.y);
vertex_data.push_back(P.z);
count++;
}
void Vertex::assign(unsigned long int idx, Point P){
vertex_data[3*idx] = P.x;
vertex_data[3*idx+1] = P.y;
vertex_data[3*idx+2] = P.z;
}
Point Vertex::coords(unsigned long int idx){
Point P;
P.x = vertex_data[3*idx];
P.y = vertex_data[3*idx+1];
P.z = vertex_data[3*idx+2];
return P;
}
unsigned long int Halfedge::v1(unsigned long int edge){
return HalfEdge(0,edge);
}
unsigned long int Halfedge::v2(unsigned long int edge){
return HalfEdge(1,edge);
}
unsigned long int Halfedge::face(unsigned long int edge){
return HalfEdge(2,edge);
}
unsigned long int Halfedge::twin(unsigned long int edge){
return HalfEdge(3,edge);
}
unsigned long int Halfedge::prev(unsigned long int edge){
return HalfEdge(4,edge);
}
unsigned long int Halfedge::next(unsigned long int edge){
return HalfEdge(5,edge);
}
Point DECL::TriNormal(int edge)
{
Point P,Q;
double ux,uy,uz,vx,vy,vz;
double nx,ny,nz,len;
if (edge == -1) P.x = 1.0; P.y = 0.0; P.z = 0.0; // x cube face
else if (edge == -2) P.x = 0.0; P.y = 1.0; P.z = 0.0; // y cube face
else if (edge == -3) P.x = 0.0; P.y = 0.0; P.z = 1.0; // z cube face
else{
// coordinates for first edge
P = vertex.coords(halfedge.v1(edge));
Q = vertex.coords(halfedge.v2(edge));
ux = Q.x-P.x;
uy = Q.y-P.y;
uz = Q.z-P.z;
// coordinates for second edge
P = vertex.coords(halfedge.v1(halfedge.next(edge)));
Q = vertex.coords(halfedge.v2(halfedge.next(edge)));
vx = Q.x-P.x;
vy = Q.y-P.y;
vz = Q.z-P.z;
// normal vector
nx = uy*vz - uz*vy;
ny = uz*vx - ux*vz;
nz = ux*vy - uy*vx;
len = sqrt(nx*nx+ny*ny+nz*nz);
P.x = nx/len; P.y = ny/len; P.z = nz/len;
}
return P;
}
double DECL::EdgeAngle(int edge)
{
double angle;
Point U,V; // triangle normal vectors
U = TriNormal(edge);
V = TriNormal(halfedge.twin(edge));
angle = acos(U.x*V.x + U.y*V.y + U.z*V.z);
return angle;
}
void Isosurface(DoubleArray &A, const double &v)
{
Point P,Q;
Point PlaceHolder;
double temp;
Point C0,C1,C2,C3,C4,C5,C6,C7;
int TriangleCount;
int NewVertexCount;
int CubeIndex;
int nTris, nVert;
Point VertexList[12];
Point NewVertexList[12];
int LocalRemap[12];
DTMutableList<Point> cellvertices = DTMutableList<Point>(20);
IntArray Triangles = IntArray(3,20);
// Values from array 'A' at the cube corners
double CubeValues[8];
int Nx = A.size(0);
int Ny = A.size(1);
int Nz = A.size(2);
// Points corresponding to cube corners
C0.x = 0.0; C0.y = 0.0; C0.z = 0.0;
C1.x = 1.0; C1.y = 0.0; C1.z = 0.0;
C2.x = 1.0; C2.y = 1.0; C2.z = 0.0;
C3.x = 0.0; C3.y = 1.0; C3.z = 0.0;
C4.x = 0.0; C4.y = 0.0; C4.z = 1.0;
C5.x = 1.0; C5.y = 0.0; C5.z = 1.0;
C6.x = 1.0; C6.y = 1.0; C6.z = 1.0;
C7.x = 0.0; C7.y = 1.0; C7.z = 1.0;
for (int k=1; k<Nz-1; k++){
for (int j=1; j<Ny-1; j++){
for (int i=1; i<Nx-1; i++){
// Set the corner values for this cube
CubeValues[0] = A(i,j,k);
CubeValues[1] = A(i+1,j,k);
CubeValues[2] = A(i+1,j+1,k);
CubeValues[3] = A(i,j+1,k);
CubeValues[4] = A(i,j,k+1);
CubeValues[5] = A(i+1,j,k+1);
CubeValues[6] = A(i+1,j+1,k+1);
CubeValues[7] = A(i,j+1,k+1);
//Determine the index into the edge table which
//tells us which vertices are inside of the surface
CubeIndex = 0;
if (CubeValues[0] < 0.0f) CubeIndex |= 1;
if (CubeValues[1] < 0.0f) CubeIndex |= 2;
if (CubeValues[2] < 0.0f) CubeIndex |= 4;
if (CubeValues[3] < 0.0f) CubeIndex |= 8;
if (CubeValues[4] < 0.0f) CubeIndex |= 16;
if (CubeValues[5] < 0.0f) CubeIndex |= 32;
if (CubeValues[6] < 0.0f) CubeIndex |= 64;
if (CubeValues[7] < 0.0f) CubeIndex |= 128;
//Find the vertices where the surface intersects the cube
if (edgeTable[CubeIndex] & 1){
P = VertexInterp(C0,C1,CubeValues[0],CubeValues[1]);
VertexList[0] = P;
Q = C0;
}
if (edgeTable[CubeIndex] & 2){
P = VertexInterp(C1,C2,CubeValues[1],CubeValues[2]);
VertexList[1] = P;
Q = C1;
}
if (edgeTable[CubeIndex] & 4){
P = VertexInterp(C2,C3,CubeValues[2],CubeValues[3]);
VertexList[2] = P;
Q = C2;
}
if (edgeTable[CubeIndex] & 8){
P = VertexInterp(C3,C0,CubeValues[3],CubeValues[0]);
VertexList[3] = P;
Q = C3;
}
if (edgeTable[CubeIndex] & 16){
P = VertexInterp(C4,C5,CubeValues[4],CubeValues[5]);
VertexList[4] = P;
Q = C4;
}
if (edgeTable[CubeIndex] & 32){
P = VertexInterp(C5,C6,CubeValues[5],CubeValues[6]);
VertexList[5] = P;
Q = C5;
}
if (edgeTable[CubeIndex] & 64){
P = VertexInterp(C6,C7,CubeValues[6],CubeValues[7]);
VertexList[6] = P;
Q = C6;
}
if (edgeTable[CubeIndex] & 128){
P = VertexInterp(C7,C4,CubeValues[7],CubeValues[4]);
VertexList[7] = P;
Q = C7;
}
if (edgeTable[CubeIndex] & 256){
P = VertexInterp(C0,C4,CubeValues[0],CubeValues[4]);
VertexList[8] = P;
Q = C0;
}
if (edgeTable[CubeIndex] & 512){
P = VertexInterp(C1,C5,CubeValues[1],CubeValues[5]);
VertexList[9] = P;
Q = C1;
}
if (edgeTable[CubeIndex] & 1024){
P = VertexInterp(C2,C6,CubeValues[2],CubeValues[6]);
VertexList[10] = P;
Q = C2;
}
if (edgeTable[CubeIndex] & 2048){
P = VertexInterp(C3,C7,CubeValues[3],CubeValues[7]);
VertexList[11] = P;
Q = C3;
}
NewVertexCount=0;
for (int idx=0;idx<12;idx++)
LocalRemap[idx] = -1;
for (int idx=0;triTable[CubeIndex][idx]!=-1;idx++)
{
if(LocalRemap[triTable[CubeIndex][idx]] == -1)
{
NewVertexList[NewVertexCount] = VertexList[triTable[CubeIndex][idx]];
LocalRemap[triTable[CubeIndex][idx]] = NewVertexCount;
NewVertexCount++;
}
}
for (int idx=0;idx<NewVertexCount;idx++) {
P = NewVertexList[idx];
//P.x += i;
//P.y += j;
//P.z += k;
cellvertices(idx) = P;
}
nVert = NewVertexCount;
TriangleCount = 0;
for (int idx=0;triTable[CubeIndex][idx]!=-1;idx+=3) {
Triangles(0,TriangleCount) = LocalRemap[triTable[CubeIndex][idx+0]];
Triangles(1,TriangleCount) = LocalRemap[triTable[CubeIndex][idx+1]];
Triangles(2,TriangleCount) = LocalRemap[triTable[CubeIndex][idx+2]];
TriangleCount++;
}
nTris = TriangleCount;
// Now add the local values to the DECL data structure
IntArray HalfEdge(6,nTris*3);
DoubleArray EdgeAngles(nTris*3);
int idx_edge=0;
for (int idx=0; idx<TriangleCount; idx++){
int V1 = Triangles(0,idx);
int V2 = Triangles(1,idx);
int V3 = Triangles(2,idx);
// first edge: V1->V2
HalfEdge(0,idx_edge) = V1; // first vertex
HalfEdge(1,idx_edge) = V2; // second vertex
HalfEdge(2,idx_edge) = idx; // triangle
HalfEdge(3,idx_edge) = -1; // twin
HalfEdge(4,idx_edge) = idx_edge+2; // previous edge
HalfEdge(5,idx_edge) = idx_edge+1; // next edge
idx_edge++;
// second edge: V2->V3
HalfEdge(0,idx_edge) = V2; // first vertex
HalfEdge(1,idx_edge) = V3; // second vertex
HalfEdge(2,idx_edge) = idx; // triangle
HalfEdge(3,idx_edge) = -1; // twin
HalfEdge(4,idx_edge) = idx_edge-1; // previous edge
HalfEdge(5,idx_edge) = idx_edge+1; // next edge
idx_edge++;
// third edge: V3->V1
HalfEdge(0,idx_edge) = V3; // first vertex
HalfEdge(1,idx_edge) = V1; // second vertex
HalfEdge(2,idx_edge) = idx; // triangle
HalfEdge(3,idx_edge) = -1; // twin
HalfEdge(4,idx_edge) = idx_edge-1; // previous edge
HalfEdge(5,idx_edge) = idx_edge-2; // next edge
idx_edge++;
}
int EdgeCount=idx_edge;
for (int idx=0; idx<EdgeCount; idx++){
int V1=HalfEdge(0,idx);
int V2=HalfEdge(1,idx);
// Find all the twins within the cube
for (int jdx=0; idx<EdgeCount; jdx++){
if (HalfEdge(1,jdx) == V1 && HalfEdge(0,jdx) == V2){
// this is the pair
HalfEdge(3,idx) = jdx;
HalfEdge(3,jdx) = idx;
}
if (HalfEdge(1,jdx) == V2 && HalfEdge(0,jdx) == V1 && !(idx==jdx)){
std::printf("WARNING: half edges with identical orientation! \n");
}
}
// Use "ghost" twins if edge is on a cube face
P = cellvertices(V1);
Q = cellvertices(V2);
if (P.x == 0.0 && Q.x == 0.0) HalfEdge(3,idx_edge) = -1; // ghost twin for x=0 face
if (P.x == 1.0 && Q.x == 1.0) HalfEdge(3,idx_edge) = -2; // ghost twin for x=1 face
if (P.y == 0.0 && Q.y == 0.0) HalfEdge(3,idx_edge) = -3; // ghost twin for y=0 face
if (P.y == 1.0 && Q.y == 1.0) HalfEdge(3,idx_edge) = -4; // ghost twin for y=1 face
if (P.z == 0.0 && Q.z == 0.0) HalfEdge(3,idx_edge) = -5; // ghost twin for z=0 face
if (P.z == 1.0 && Q.z == 1.0) HalfEdge(3,idx_edge) = -6; // ghost twin for z=1 face
}
// Find all the angles
for (int idx=0; idx<EdgeCount; idx++){
int V1=HalfEdge(0,idx);
int V2=HalfEdge(1,idx);
int T1= HalfEdge(2,idx_edge);
int twin=HalfEdge(3,idx_edge);
if (twin == -1) ;
}
// Map vertices to global coordinates
for (int idx=0;idx<NewVertexCount;idx++) {
P = cellvertices(idx);
P.x += i;
P.y += j;
P.z += k;
cellvertices(idx) = P;
}
}
}
}
}

56
analysis/decl.h Normal file
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@ -0,0 +1,56 @@
#include <vector>
/*
Doubly-connected edge list (DECL)
*/
// Vertex structure
class Vertex{
public:
Vertex();
~Vertex();
void add(Point P);
void assign(unsigned long int idx, Point P);
Point coords(unsigned long int idx);
unsigned long int IncidentEdge();
unsigned long int count;
private:
std::vector<double> vertex_data;
};
// Halfedge structure
// Face
class Halfedge{
public:
Halfedge();
~Halfedge();
unsigned long int v1(unsigned long int edge);
unsigned long int v2(unsigned long int edge);
unsigned long int twin(unsigned long int edge);
unsigned long int face(unsigned long int edge);
unsigned long int next(unsigned long int edge);
unsigned long int prev(unsigned long int edge);
private:
Array<unsigned long int> HalfEdge;
};
// DECL
class DECL{
public:
DECL();
~DECL();
unsigned long int face();
Vertex vertex;
Halfedge halfedge;
void AddCube(); // need a function to add new faces based on marching cubes surface
double origin(int edge);
double EdgeAngle(int edge);
Point TriNormal(int edge);
private:
unsigned long int *face_data;
};