Libs/Mesh/PreviewMeshQC/FEFillHole.h
Classes
Name | |
---|---|
class | FEFillHole |
class | FEFillHole::EdgeRing |
struct | FEFillHole::FACE |
Source code
#pragma once
#include "FEMesh.h"
//-----------------------------------------------------------------------------
// This class implements a modifier that fills a hole in a mesh.
class FEFillHole
{
public:
// helper class for defining a closed loop of edges
class EdgeRing
{
public:
EdgeRing(){ m_winding = 1; }
EdgeRing(const EdgeRing& ring) { m_node = ring.m_node; m_r = ring.m_r; m_winding = ring.m_winding; m_normal = ring.m_normal; }
void operator = (const EdgeRing& ring) { m_node = ring.m_node; m_r = ring.m_r; m_winding = ring.m_winding; m_normal = ring.m_normal; }
bool empty() { return m_node.empty(); }
void add(int n, const vec3d& r, const vec3d& nn) { m_node.push_back(n); m_r.push_back(r); m_normal.push_back(nn); }
void clear() { m_node.clear(); m_r.clear(); m_normal.clear(); }
int size() { return (int)m_node.size(); }
int operator [] (int i) { return m_node[i]; }
void GetLeftEar(int n0, int n1, EdgeRing& ear);
void GetRightEar(int n0, int n1, EdgeRing & ear);
public:
vector<vec3d> m_r; // nodal positions
vector<int> m_node; // sorted list of nodes defining the closed loop
int m_winding; // +1 or -1 depending on the winding
vector<vec3d> m_normal; //node normals
};
// helper class for representing a new face
struct FACE
{
vec3d r[3]; // nodal positions
int n[3]; // the three nodes of the face
};
public:
FEFillHole(){}
FEMesh* Apply(FEMesh* pm);
bool optimize;
bool insertNodes;
//AFM
bool AFM(FEMesh& mesh, EdgeRing& ring, vector<FACE>& tri_list, vector<vec3d> &node_list);
//Addd node
vec3d newNode(vec3d current_node, vec3d next_node, vec3d prev_node, vec3d node_normal, double scale, bool concave);
// divide a ring
bool DivideRing(EdgeRing& ring, vector<FACE>& tri_list);
// divide a ring
bool DivideRing1(EdgeRing& ring, vector<FACE>& tri_list);
// fill all holes
void FillAllHoles(FEMesh* pm);
private:
// Find the ring based on a node (TODO: should I move this to the FEMesh class?)
bool FindEdgeRing(FEMesh& mesh, int node, EdgeRing& ring);
// Find the approximate normal of a ring
vec3d RingNormal(EdgeRing& ring);
// check if the split is valid
bool IsValidSplit(EdgeRing& left, EdgeRing& right, const vec3d& p, const vec3d& t);
// get location sign (+1 on positive side, -1 on negative side, 0 = on both sides)
int GetPlaneOrientation(EdgeRing& ring, const vec3d& p, const vec3d& t);
// get the area of the smallest triangle
double min_tri_area(vector<FACE>& tri);
// get the quality of the worst triangle
double min_tri_quality(vector<FACE>& tri);
// get the triangle quality
double tri_quality(vec3d r[3]);
};
Updated on 2024-03-17 at 12:58:44 -0600