working on DECL isosurface tools
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39d7fa0430
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@ -33,34 +33,47 @@ Point Vertex::coords(unsigned long int idx){
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return P;
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}
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Halfedge::Halfedge(){
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}
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Halfedge::~Halfedge(){
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}
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unsigned long int Halfedge::v1(unsigned long int edge){
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return HalfEdge(0,edge);
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return data(0,edge);
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}
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unsigned long int Halfedge::v2(unsigned long int edge){
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return HalfEdge(1,edge);
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return data(1,edge);
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}
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unsigned long int Halfedge::face(unsigned long int edge){
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return HalfEdge(2,edge);
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return data(2,edge);
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}
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unsigned long int Halfedge::twin(unsigned long int edge){
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return HalfEdge(3,edge);
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return data(3,edge);
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}
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unsigned long int Halfedge::prev(unsigned long int edge){
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return HalfEdge(4,edge);
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return data(4,edge);
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}
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unsigned long int Halfedge::next(unsigned long int edge){
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return HalfEdge(5,edge);
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return data(5,edge);
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}
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DECL::DECL(){
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}
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DECL::~DECL(){
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}
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void DECL::LocalIsosurface(const DoubleArray A, double value, int i, int j, int k){
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Point P,Q;
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Point PlaceHolder;
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double temp;
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Point C0,C1,C2,C3,C4,C5,C6,C7;
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int TriangleCount;
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@ -78,10 +91,6 @@ void DECL::LocalIsosurface(const DoubleArray A, double value, int i, int j, int
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// Values from array 'A' at the cube corners
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double CubeValues[8];
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int Nx = A.size(0);
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int Ny = A.size(1);
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int Nz = A.size(2);
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// Points corresponding to cube corners
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C0.x = 0.0; C0.y = 0.0; C0.z = 0.0;
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C1.x = 1.0; C1.y = 0.0; C1.z = 0.0;
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@ -208,62 +217,61 @@ void DECL::LocalIsosurface(const DoubleArray A, double value, int i, int j, int
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nTris = TriangleCount;
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// Now add the local values to the DECL data structure
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IntArray HalfEdge(6,nTris*3);
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DoubleArray EdgeAngles(nTris*3);
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halfedge.data.resize(6,nTris*3);
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int idx_edge=0;
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for (int idx=0; idx<TriangleCount; idx++){
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int V1 = Triangles(0,idx);
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int V2 = Triangles(1,idx);
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int V3 = Triangles(2,idx);
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// first edge: V1->V2
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HalfEdge(0,idx_edge) = V1; // first vertex
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HalfEdge(1,idx_edge) = V2; // second vertex
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HalfEdge(2,idx_edge) = idx; // triangle
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HalfEdge(3,idx_edge) = -1; // twin
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HalfEdge(4,idx_edge) = idx_edge+2; // previous edge
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HalfEdge(5,idx_edge) = idx_edge+1; // next edge
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halfedge.data(0,idx_edge) = V1; // first vertex
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halfedge.data(1,idx_edge) = V2; // second vertex
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halfedge.data(2,idx_edge) = idx; // triangle
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halfedge.data(3,idx_edge) = -1; // twin
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halfedge.data(4,idx_edge) = idx_edge+2; // previous edge
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halfedge.data(5,idx_edge) = idx_edge+1; // next edge
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idx_edge++;
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// second edge: V2->V3
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HalfEdge(0,idx_edge) = V2; // first vertex
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HalfEdge(1,idx_edge) = V3; // second vertex
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HalfEdge(2,idx_edge) = idx; // triangle
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HalfEdge(3,idx_edge) = -1; // twin
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HalfEdge(4,idx_edge) = idx_edge-1; // previous edge
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HalfEdge(5,idx_edge) = idx_edge+1; // next edge
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halfedge.data(0,idx_edge) = V2; // first vertex
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halfedge.data(1,idx_edge) = V3; // second vertex
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halfedge.data(2,idx_edge) = idx; // triangle
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halfedge.data(3,idx_edge) = -1; // twin
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halfedge.data(4,idx_edge) = idx_edge-1; // previous edge
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halfedge.data(5,idx_edge) = idx_edge+1; // next edge
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idx_edge++;
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// third edge: V3->V1
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HalfEdge(0,idx_edge) = V3; // first vertex
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HalfEdge(1,idx_edge) = V1; // second vertex
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HalfEdge(2,idx_edge) = idx; // triangle
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HalfEdge(3,idx_edge) = -1; // twin
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HalfEdge(4,idx_edge) = idx_edge-1; // previous edge
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HalfEdge(5,idx_edge) = idx_edge-2; // next edge
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halfedge.data(0,idx_edge) = V3; // first vertex
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halfedge.data(1,idx_edge) = V1; // second vertex
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halfedge.data(2,idx_edge) = idx; // triangle
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halfedge.data(3,idx_edge) = -1; // twin
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halfedge.data(4,idx_edge) = idx_edge-1; // previous edge
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halfedge.data(5,idx_edge) = idx_edge-2; // next edge
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idx_edge++;
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}
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int EdgeCount=idx_edge;
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for (int idx=0; idx<EdgeCount; idx++){
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int V1=HalfEdge(0,idx);
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int V2=HalfEdge(1,idx);
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int V1=halfedge.data(0,idx);
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int V2=halfedge.data(1,idx);
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// Find all the twins within the cube
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for (int jdx=0; idx<EdgeCount; jdx++){
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if (HalfEdge(1,jdx) == V1 && HalfEdge(0,jdx) == V2){
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if (halfedge.data(1,jdx) == V1 && halfedge.data(0,jdx) == V2){
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// this is the pair
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HalfEdge(3,idx) = jdx;
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HalfEdge(3,jdx) = idx;
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halfedge.data(3,idx) = jdx;
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halfedge.data(3,jdx) = idx;
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}
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if (HalfEdge(1,jdx) == V2 && HalfEdge(0,jdx) == V1 && !(idx==jdx)){
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if (halfedge.data(1,jdx) == V2 && halfedge.data(0,jdx) == V1 && !(idx==jdx)){
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std::printf("WARNING: half edges with identical orientation! \n");
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}
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}
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// Use "ghost" twins if edge is on a cube face
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P = cellvertices(V1);
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Q = cellvertices(V2);
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if (P.x == 0.0 && Q.x == 0.0) HalfEdge(3,idx_edge) = -1; // ghost twin for x=0 face
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if (P.x == 1.0 && Q.x == 1.0) HalfEdge(3,idx_edge) = -2; // ghost twin for x=1 face
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if (P.y == 0.0 && Q.y == 0.0) HalfEdge(3,idx_edge) = -3; // ghost twin for y=0 face
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if (P.y == 1.0 && Q.y == 1.0) HalfEdge(3,idx_edge) = -4; // ghost twin for y=1 face
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if (P.z == 0.0 && Q.z == 0.0) HalfEdge(3,idx_edge) = -5; // ghost twin for z=0 face
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if (P.z == 1.0 && Q.z == 1.0) HalfEdge(3,idx_edge) = -6; // ghost twin for z=1 face
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if (P.x == 0.0 && Q.x == 0.0) halfedge.data(3,idx_edge) = -1; // ghost twin for x=0 face
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if (P.x == 1.0 && Q.x == 1.0) halfedge.data(3,idx_edge) = -2; // ghost twin for x=1 face
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if (P.y == 0.0 && Q.y == 0.0) halfedge.data(3,idx_edge) = -3; // ghost twin for y=0 face
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if (P.y == 1.0 && Q.y == 1.0) halfedge.data(3,idx_edge) = -4; // ghost twin for y=1 face
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if (P.z == 0.0 && Q.z == 0.0) halfedge.data(3,idx_edge) = -5; // ghost twin for z=0 face
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if (P.z == 1.0 && Q.z == 1.0) halfedge.data(3,idx_edge) = -6; // ghost twin for z=1 face
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}
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// Map vertices to global coordinates
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for (int idx=0;idx<NewVertexCount;idx++) {
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@ -273,7 +281,6 @@ void DECL::LocalIsosurface(const DoubleArray A, double value, int i, int j, int
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P.z += k;
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cellvertices(idx) = P;
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}
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}
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Point DECL::TriNormal(int edge)
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@ -281,9 +288,15 @@ Point DECL::TriNormal(int edge)
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Point P,Q;
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double ux,uy,uz,vx,vy,vz;
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double nx,ny,nz,len;
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if (edge == -1) P.x = 1.0; P.y = 0.0; P.z = 0.0; // x cube face
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else if (edge == -2) P.x = 0.0; P.y = 1.0; P.z = 0.0; // y cube face
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else if (edge == -3) P.x = 0.0; P.y = 0.0; P.z = 1.0; // z cube face
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if (edge == -1){
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P.x = 1.0; P.y = 0.0; P.z = 0.0; // x cube face
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}
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else if (edge == -2){
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P.x = 0.0; P.y = 1.0; P.z = 0.0; // y cube face
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}
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else if (edge == -3){
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P.x = 0.0; P.y = 0.0; P.z = 1.0; // z cube face
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}
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else{
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// coordinates for first edge
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P = vertex.coords(halfedge.v1(edge));
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@ -32,8 +32,8 @@ public:
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unsigned long int next(unsigned long int edge);
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unsigned long int prev(unsigned long int edge);
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Array<unsigned long int> data;
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private:
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Array<unsigned long int> HalfEdge;
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};
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// DECL
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@ -45,7 +45,7 @@ public:
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unsigned long int face();
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Vertex vertex;
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Halfedge halfedge;
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void AddCube(); // need a function to add new faces based on marching cubes surface
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void LocalIsosurface(const DoubleArray A, double value, int i, int j, int k);
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double origin(int edge);
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double EdgeAngle(int edge);
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