#include "analysis/dcel.h" DECL::DECL(){ } DECL::~DECL(){ TriangleCount=0; VertexCount=0; } int DECL::Face(int index){ return FaceData[index]; } void DECL::LocalIsosurface(const DoubleArray& A, double value, const int i, const int j, const int k){ Point P,Q; Point PlaceHolder; Point C0,C1,C2,C3,C4,C5,C6,C7; Point VertexList[12]; Point NewVertexList[12]; int LocalRemap[12]; Point cellvertices[20]; std::array,20> Triangles; // Values from array 'A' at the cube corners double CubeValues[8]; // 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; CubeValues[0] = A(i,j,k) - value; CubeValues[1] = A(i+1,j,k) - value; CubeValues[2] = A(i+1,j+1,k) - value; CubeValues[3] = A(i,j+1,k) - value; CubeValues[4] = A(i,j,k+1) - value; CubeValues[5] = A(i+1,j,k+1) - value; CubeValues[6] = A(i+1,j+1,k+1) - value; CubeValues[7] = A(i,j+1,k+1) -value; //printf("Set cube values: %i, %i, %i \n",i,j,k); //Determine the index into the edge table which //tells us which vertices are inside of the surface int 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; } VertexCount=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[VertexCount] = VertexList[triTable[CubeIndex][idx]]; LocalRemap[triTable[CubeIndex][idx]] = VertexCount; VertexCount++; } } //printf("Found %i vertices \n",VertexCount); for (int idx=0;idx0){ FaceData.resize(TriangleCount); //printf("Construct halfedge structure... \n"); //printf(" Construct %i triangles \n",nTris); halfedge.resize(nTris*3); int idx_edge=0; for (int idx=0; idxV2 halfedge.data(0,idx_edge) = V1; // first vertex halfedge.data(1,idx_edge) = V2; // second vertex halfedge.data(2,idx_edge) = idx; // triangle halfedge.data(3,idx_edge) = -1; // twin halfedge.data(4,idx_edge) = idx_edge+2; // previous edge halfedge.data(5,idx_edge) = idx_edge+1; // next edge idx_edge++; // second edge: V2->V3 halfedge.data(0,idx_edge) = V2; // first vertex halfedge.data(1,idx_edge) = V3; // second vertex halfedge.data(2,idx_edge) = idx; // triangle halfedge.data(3,idx_edge) = -1; // twin halfedge.data(4,idx_edge) = idx_edge-1; // previous edge halfedge.data(5,idx_edge) = idx_edge+1; // next edge idx_edge++; // third edge: V3->V1 halfedge.data(0,idx_edge) = V3; // first vertex halfedge.data(1,idx_edge) = V1; // second vertex halfedge.data(2,idx_edge) = idx; // triangle halfedge.data(3,idx_edge) = -1; // twin halfedge.data(4,idx_edge) = idx_edge-1; // previous edge halfedge.data(5,idx_edge) = idx_edge-2; // next edge idx_edge++; //printf(" ***tri %i ***edge %i *** \n",idx, idx_edge); } //printf(" parsing halfedge structure\n"); int EdgeCount=idx_edge; for (int idx=0; idx 1.f) dotprod=1.f; if (dotprod < -1.f) dotprod=-1.f; angle = acos(dotprod); /* project onto plane of cube face also works W = U - dotprod*V; length = sqrt(W.x*W.x+W.y*W.y+W.z*W.z); // for normalization dotprod = (U.x*W.x + U.y*W.y + U.z*W.z)/length; if (dotprod > 1.f) dotprod=1.f; if (dotprod < -1.f) dotprod=-1.f; angle = acos(dotprod); */ } else{ dotprod=U.x*V.x + U.y*V.y + U.z*V.z; if (dotprod > 1.f) dotprod=1.f; if (dotprod < -1.f) dotprod=-1.f; angle = 0.5*acos(dotprod); } // determine if angle is concave or convex based on edge normal W.x = (P.y-Q.y)*U.z - (P.z-Q.z)*U.y; W.y = (P.z-Q.z)*U.x - (P.x-Q.x)*U.z; W.z = (P.x-Q.x)*U.y - (P.y-Q.y)*U.x; //length = sqrt(nx*nx+ny*ny+nz*nz); Point w=0.5*(P+Q)-R; if (W.x*w.x + W.y*w.y + W.z*w.z < 0.f){ //printf("flip edge normal \n"); W.x = -W.x; W.y = -W.y; W.z = -W.z; } if (W.x*V.x + W.y*V.y + W.z*V.z > 0.f){ // concave angle = -angle; } //printf("angle=%f,dot=%f (Edge=%i, twin=%i): P={%f, %f, %f}, Q={%f, %f, %f} U={%f, %f, %f}, V={%f, %f, %f}\n",angle,dotprod,edge,halfedge.twin(edge),P.x,P.y,P.z,Q.x,Q.y,Q.z,U.x,U.y,U.z,V.x,V.y,V.z); return angle; } void Isosurface(DoubleArray &A, const double &v) { Point P,Q; Point PlaceHolder; Point C0,C1,C2,C3,C4,C5,C6,C7; int TriangleCount; int VertexCount; int CubeIndex; Point VertexList[12]; Point NewVertexList[12]; int LocalRemap[12]; Point cellvertices[20]; std::array,20> Triangles; Triangles.fill( { 0 } ); // 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; std::vector> HalfEdge; for (int k=1; kV2 HalfEdge[idx_edge][0] = V1; // first vertex HalfEdge[idx_edge][1] = V2; // second vertex HalfEdge[idx_edge][2] = idx; // triangle HalfEdge[idx_edge][3] = -1; // twin HalfEdge[idx_edge][4] = idx_edge+2; // previous edge HalfEdge[idx_edge][5] = idx_edge+1; // next edge idx_edge++; // second edge: V2->V3 HalfEdge[idx_edge][0] = V2; // first vertex HalfEdge[idx_edge][1] = V3; // second vertex HalfEdge[idx_edge][2] = idx; // triangle HalfEdge[idx_edge][3] = -1; // twin HalfEdge[idx_edge][4] = idx_edge-1; // previous edge HalfEdge[idx_edge][5] = idx_edge+1; // next edge idx_edge++; // third edge: V3->V1 HalfEdge[idx_edge][0] = V3; // first vertex HalfEdge[idx_edge][1] = V1; // second vertex HalfEdge[idx_edge][2] = idx; // triangle HalfEdge[idx_edge][3] = -1; // twin HalfEdge[idx_edge][4] = idx_edge-1; // previous edge HalfEdge[idx_edge][5] = idx_edge-2; // next edge idx_edge++; } int EdgeCount=idx_edge; for (int idx=0; idx