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| /*---------------------------------------------------------------------------*\ | |
| ========= | | |
| \\ / F ield | OpenFOAM: The Open Source CFD Toolbox | |
| \\ / O peration | Website: https://openfoam.org | |
| \\ / A nd | Copyright (C) 2021-2025 OpenFOAM Foundation | |
| \\/ M anipulation | | |
| ------------------------------------------------------------------------------- | |
| License | |
| This file is part of OpenFOAM. | |
| OpenFOAM is free software: you can redistribute it and/or modify it | |
| under the terms of the GNU General Public License as published by | |
| the Free Software Foundation, either version 3 of the License, or | |
| (at your option) any later version. | |
| OpenFOAM is distributed in the hope that it will be useful, but WITHOUT | |
| ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or | |
| FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License | |
| for more details. | |
| You should have received a copy of the GNU General Public License | |
| along with OpenFOAM. If not, see <http://www.gnu.org/licenses/>. | |
| \*---------------------------------------------------------------------------*/ | |
| // * * * * * * * * * * * Private Static Member Functions * * * * * * * * * * // | |
| template<class PointField> | |
| Foam::scalar Foam::polygonTriangulate::area | |
| ( | |
| const triFace& triPoints, | |
| const PointField& points, | |
| const vector& normal | |
| ) | |
| { | |
| const point& o = points[triPoints[0]]; | |
| const vector ao = points[triPoints[1]] - o; | |
| const vector ab = points[triPoints[2]] - o; | |
| return (ao ^ ab) & normal; | |
| } | |
| template<class PointField> | |
| Foam::scalar Foam::polygonTriangulate::quality | |
| ( | |
| const triFace& triPoints, | |
| const PointField& points, | |
| const vector& normal | |
| ) | |
| { | |
| const scalar An = area(triPoints, points, normal); | |
| scalar PSqr = 0; | |
| forAll(triPoints, triEdgei) | |
| { | |
| const point& p0 = points[triPoints[triEdgei]]; | |
| const point& p1 = points[triPoints[(triEdgei + 1) % 3]]; | |
| PSqr += magSqr(p0 - p1); | |
| } | |
| static const scalar equilateralAnByPSqr = sqrt(scalar(3))/12; | |
| return PSqr != 0 ? An/PSqr/equilateralAnByPSqr : 0; | |
| } | |
| template<class PointField> | |
| bool Foam::polygonTriangulate::intersection | |
| ( | |
| const edge& edgePointsA, | |
| const edge& edgePointsB, | |
| const PointField& points, | |
| const vector& normal | |
| ) | |
| { | |
| const point& pointA0 = points[edgePointsA[0]]; | |
| const point& pointA1 = points[edgePointsA[1]]; | |
| const point& pointB0 = points[edgePointsB[0]]; | |
| const point& pointB1 = points[edgePointsB[1]]; | |
| // Bounding sphere-based rejection for problematic co-linear cases | |
| const point centreA = (pointA0 + pointA1)/2; | |
| const point centreB = (pointB0 + pointB1)/2; | |
| const scalar radiusSqrA = magSqr((pointA0 - pointA1)/2); | |
| const scalar radiusSqrB = magSqr((pointB0 - pointB1)/2); | |
| if (magSqr(centreA - centreB) > radiusSqrA + radiusSqrB) return false; | |
| // Solve for the edge-local coordinates of the intersection. If these are | |
| // both in the range 0 -> 1 then the edges intersect. | |
| const vector tau0 = perpendicular(normal); | |
| const vector tau1 = normal ^ tau0; | |
| const point2D point2DA0(tau0 & pointA0, tau1 & pointA0); | |
| const point2D point2DA1(tau0 & pointA1, tau1 & pointA1); | |
| const point2D point2DB0(tau0 & pointB0, tau1 & pointB0); | |
| const point2D point2DB1(tau0 & pointB1, tau1 & pointB1); | |
| const tensor2D M = | |
| tensor2D(point2DA0 - point2DA1, point2DB1 - point2DB0).T(); | |
| const scalar detM = det(M); | |
| const tensor2D detMInvM = cof(M); | |
| const vector2D magDetMTu = sign(detM)*detMInvM & (point2DA0 - point2DB0); | |
| return 0 <= cmptMin(magDetMTu) && cmptMax(magDetMTu) <= mag(detM); | |
| } | |
| template<class PointField> | |
| Foam::label Foam::polygonTriangulate::nIntersections | |
| ( | |
| const edge& edgePoints, | |
| const PointField& points, | |
| const vector& normal | |
| ) | |
| { | |
| label n = 0; | |
| forAll(points, pi) | |
| { | |
| const edge otherEdgePoints(pi, points.fcIndex(pi)); | |
| if (edgePoints.commonVertex(otherEdgePoints) == -1) | |
| { | |
| n += intersection(edgePoints, otherEdgePoints, points, normal); | |
| } | |
| } | |
| return n; | |
| } | |
| template<class PointField> | |
| Foam::scalar Foam::polygonTriangulate::angle | |
| ( | |
| const label pointi, | |
| const PointField& points, | |
| const vector& normal | |
| ) | |
| { | |
| const point& o = points[pointi]; | |
| const vector oa = points[points.rcIndex(pointi)] - o; | |
| const vector ob = points[points.fcIndex(pointi)] - o; | |
| const vector oaNegNNOa = oa - normal*(normal & oa); | |
| const vector obNegNNOb = ob - normal*(normal & ob); | |
| return | |
| atan2(normal & (oaNegNNOa ^ obNegNNOb), - oaNegNNOa & obNegNNOb) | |
| + constant::mathematical::pi; | |
| } | |
| template<class PointField> | |
| bool Foam::polygonTriangulate::ear | |
| ( | |
| const label pointi, | |
| const PointField& points, | |
| const vector& normal | |
| ) | |
| { | |
| const point& o = points[pointi]; | |
| const vector oa = points[points.rcIndex(pointi)] - o; | |
| const vector ob = points[points.fcIndex(pointi)] - o; | |
| const tensor A = tensor(ob, oa, normal).T(); | |
| const tensor T(A.y() ^ A.z(), A.z() ^ A.x(), A.x() ^ A.y()); | |
| const scalar detA = det(A); | |
| for | |
| ( | |
| label pointj = points.fcIndex(points.fcIndex(pointi)); | |
| pointj != points.rcIndex(pointi); | |
| pointj = points.fcIndex(pointj) | |
| ) | |
| { | |
| const vector detAY = (points[pointj] - o) & T; | |
| if (detAY.x() > 0 && detAY.y() > 0 && detAY.x() + detAY.y() < detA) | |
| { | |
| return false; | |
| } | |
| } | |
| return true; | |
| } | |
| // * * * * * * * * * * * * * Static Member Functions * * * * * * * * * * * * // | |
| Foam::List<Foam::point> Foam::polygonTriangulate::randomPolygon | |
| ( | |
| randomGenerator& rndGen, | |
| const label n, | |
| const scalar error | |
| ) | |
| { | |
| // Get random points on a unit disk | |
| List<point> points(n); | |
| forAll(points, pointi) | |
| { | |
| const scalar theta = | |
| 2*constant::mathematical::pi*rndGen.sample01<scalar>(); | |
| const scalar r = sqrt(rndGen.sample01<scalar>()); | |
| points[pointi] = point(r*cos(theta), r*sin(theta), 0); | |
| } | |
| // Initialise intersected polygon | |
| labelList pointis(identityMap(n)); | |
| // Reorder until non-intersected | |
| bool incomplete = true; | |
| while (incomplete) | |
| { | |
| incomplete = false; | |
| for (label piA0 = 0; piA0 < n; ++ piA0) | |
| { | |
| const label piA1 = points.fcIndex(piA0); | |
| for (label piB0 = piA0 + 2; piB0 < (piA0 == 0 ? n - 1 : n); ++ piB0) | |
| { | |
| const label piB1 = points.fcIndex(piB0); | |
| if | |
| ( | |
| intersection | |
| ( | |
| edge(pointis[piA0], pointis[piA1]), | |
| edge(pointis[piB0], pointis[piB1]), | |
| points, | |
| vector(0, 0, 1) | |
| ) | |
| ) | |
| { | |
| SubList<label> subOrder(pointis, piB0 + 1 - piA1, piA1); | |
| inplaceReverseList(subOrder); | |
| incomplete = true; | |
| } | |
| if (incomplete) break; | |
| } | |
| if (incomplete) break; | |
| } | |
| } | |
| // Add noise and potential self-intersection | |
| forAll(points, pointi) | |
| { | |
| const scalar theta = | |
| 2*constant::mathematical::pi*rndGen.sample01<scalar>(); | |
| const scalar r = sqrt(rndGen.sample01<scalar>()); | |
| points[pointi] = | |
| (1 - error)*points[pointi] | |
| + error*point(r*cos(theta), r*sin(theta), rndGen.sample01<scalar>()); | |
| } | |
| // Reorder and return | |
| return List<point>(points, pointis); | |
| } | |
| // * * * * * * * * * * * * * Private Member Functions * * * * * * * * * * * // | |
| template<class PointField> | |
| void Foam::polygonTriangulate::optimiseTriangulation | |
| ( | |
| const label trii, | |
| const PointField& points, | |
| const vector& normal, | |
| UList<triFace>& triPoints, | |
| UList<FixedList<label, 3>>& triEdges, | |
| UList<labelPair>& edgeTris | |
| ) | |
| { | |
| const triFace& t = triPoints[trii]; | |
| const scalar q = quality(t, points, normal); | |
| forAll(triEdges[trii], triEdgei) | |
| { | |
| const label edgei = triEdges[trii][triEdgei]; | |
| const label otherTrii = edgeTris[edgei][edgeTris[edgei][0] == trii]; | |
| if (otherTrii == -1) continue; | |
| const label otherTriEdgei = findIndex(triEdges[otherTrii], edgei); | |
| const triFace& otherT = triPoints[otherTrii]; | |
| const scalar otherQ = quality(otherT, points, normal); | |
| const label piA = triPoints[trii][(triEdgei + 1) % 3]; | |
| const label piB = triPoints[trii][(triEdgei + 2) % 3]; | |
| const label piC = triPoints[otherTrii][(otherTriEdgei + 1) % 3]; | |
| const label piD = triPoints[otherTrii][(otherTriEdgei + 2) % 3]; | |
| const triFace flipT0(piA, piB, piD); | |
| const triFace flipT1(piC, piD, piB); | |
| if | |
| ( | |
| triPointsSet_.found(flipT0) | |
| || triPointsSet_.found(flipT1) | |
| ) continue; | |
| const scalar flipQ0 = quality(flipT0, points, normal); | |
| const scalar flipQ1 = quality(flipT1, points, normal); | |
| if (min(q, otherQ) < min(flipQ0, flipQ1)) | |
| { | |
| triPointsSet_.set(t); | |
| triPointsSet_.set(otherT); | |
| const label eiA = triEdges[trii][(triEdgei + 1) % 3]; | |
| const label eiB = triEdges[trii][(triEdgei + 2) % 3]; | |
| const label eiC = triEdges[otherTrii][(otherTriEdgei + 1) % 3]; | |
| const label eiD = triEdges[otherTrii][(otherTriEdgei + 2) % 3]; | |
| triPoints[trii] = {piA, piB, piD}; | |
| triEdges[trii] = {eiA, edgei, eiD}; | |
| edgeTris[eiD][edgeTris[eiD][0] != otherTrii] = trii; | |
| triPoints[otherTrii] = {piC, piD, piB}; | |
| triEdges[otherTrii] = {eiC, edgei, eiB}; | |
| edgeTris[eiB][edgeTris[eiB][0] != trii] = otherTrii; | |
| optimiseTriangulation | |
| ( | |
| trii, | |
| points, | |
| normal, | |
| triPoints, | |
| triEdges, | |
| edgeTris | |
| ); | |
| optimiseTriangulation | |
| ( | |
| otherTrii, | |
| points, | |
| normal, | |
| triPoints, | |
| triEdges, | |
| edgeTris | |
| ); | |
| break; | |
| } | |
| } | |
| } | |
| void Foam::polygonTriangulate::simpleTriangulate | |
| ( | |
| const UList<point>& allPoints, | |
| const vector& normal, | |
| UList<triFace>& triPoints, | |
| UList<FixedList<label, 3>>& triEdges, | |
| UList<labelPair>& edgeTris, | |
| const bool optimal | |
| ) | |
| { | |
| // Get the polygon size | |
| const label n = allPoints.size(); | |
| // Clear the triangulation | |
| triPoints = triFace(-1, -1, -1); | |
| triEdges = FixedList<label, 3>({-1, -1, -1}); | |
| edgeTris = labelPair(-1, -1); | |
| // Initialise workspace | |
| pointis_.setSize(n); | |
| edges_.setSize(n); | |
| angle_.setSize(n); | |
| ear_.setSize(n); | |
| forAll(pointis_, i) | |
| { | |
| pointis_[i] = i; | |
| edges_[i] = i; | |
| angle_[i] = angle(i, allPoints, normal); | |
| ear_[i] = ear(i, allPoints, normal); | |
| } | |
| // Create the indirect point list for the current un-triangulated polygon | |
| UIndirectList<point> points(allPoints, pointis_); | |
| // Generate triangles | |
| forAll(triPoints, trii) | |
| { | |
| // Find the ear with the smallest angle | |
| scalar minEarAngle = vGreat; | |
| label minEarAnglei = -1; | |
| for (label i = 0; i < pointis_.size(); ++ i) | |
| { | |
| if (ear_[i] && minEarAngle > angle_[i]) | |
| { | |
| minEarAngle = angle_[i]; | |
| minEarAnglei = i; | |
| } | |
| } | |
| // If nothing is an ear, then this face is degenerate. Default to | |
| // the smallest angle, ignoring the ear test. | |
| if (minEarAnglei == -1) | |
| { | |
| minEarAnglei = findMin(angle_); | |
| } | |
| // Get the adjacent points | |
| label minEarAnglei0 = pointis_.rcIndex(minEarAnglei); | |
| label minEarAnglei1 = pointis_.fcIndex(minEarAnglei); | |
| // Add a triangle | |
| triPoints[trii] = triFace | |
| ( | |
| pointis_[minEarAnglei0], | |
| pointis_[minEarAnglei], | |
| pointis_[minEarAnglei1] | |
| ); | |
| triEdges[trii] = FixedList<label, 3> | |
| ({ | |
| edges_[minEarAnglei0], | |
| edges_[minEarAnglei], | |
| trii == triPoints.size() - 1 ? edges_[minEarAnglei1] : n + trii | |
| }); | |
| forAll(triEdges[trii], triEdgei) | |
| { | |
| const label edgei = triEdges[trii][triEdgei]; | |
| edgeTris[edgei][edgeTris[edgei][0] != -1] = trii; | |
| } | |
| // Remove the cut off point from the polygon | |
| edges_[minEarAnglei0] = triEdges[trii][2]; | |
| for (label i = minEarAnglei; i < pointis_.size() - 1; ++ i) | |
| { | |
| pointis_[i] = pointis_[i + 1]; | |
| edges_[i] = edges_[i + 1]; | |
| angle_[i] = angle_[i + 1]; | |
| ear_[i] = ear_[i + 1]; | |
| } | |
| pointis_.resize(pointis_.size() - 1); | |
| edges_.resize(edges_.size() - 1); | |
| angle_.resize(angle_.size() - 1); | |
| ear_.resize(ear_.size() - 1); | |
| // Update connected points | |
| if (minEarAnglei0 > minEarAnglei) -- minEarAnglei0; | |
| angle_[minEarAnglei0] = angle(minEarAnglei0, points, normal); | |
| ear_[minEarAnglei0] = ear(minEarAnglei0, points, normal); | |
| if (minEarAnglei1 > minEarAnglei) -- minEarAnglei1; | |
| angle_[minEarAnglei1] = angle(minEarAnglei1, points, normal); | |
| ear_[minEarAnglei1] = ear(minEarAnglei1, points, normal); | |
| // Optimise the quality | |
| if (optimal) | |
| { | |
| triPointsSet_.clear(); | |
| optimiseTriangulation | |
| ( | |
| trii, | |
| allPoints, | |
| normal, | |
| triPoints, | |
| triEdges, | |
| edgeTris | |
| ); | |
| } | |
| } | |
| } | |
| void Foam::polygonTriangulate::partitionTriangulate | |
| ( | |
| const UList<point>& points, | |
| const vector& normal, | |
| const label spanPointi, | |
| const label spanEdgei, | |
| UList<triFace>& triPoints, | |
| UList<FixedList<label, 3>>& triEdges, | |
| UList<labelPair>& edgeTris, | |
| const bool simple, | |
| const bool optimal | |
| ) | |
| { | |
| // Get the polygon size | |
| const label n = points.size(); | |
| // Get the points of the spanning triangle | |
| const label piA = (spanEdgei + 1) % n; | |
| const label piP = spanPointi; | |
| const label piB = spanEdgei; | |
| // Determine the sizes of the polygons connected to either side of the | |
| // spanning triangle | |
| const label nA = (piP - piA + n) % n + 1; | |
| const label nB = (piB - piP + n) % n + 1; | |
| // Get the edges of the spanning triangle | |
| const label eiA = nA >= 3 ? n : piA; | |
| const label eiB = nB >= 3 ? n + (nA >= 3) : piP; | |
| const label eiE = piB; | |
| // Add the spanning triangle | |
| triPoints[0] = triFace(piA, piP, piB); | |
| triEdges[0] = FixedList<label, 3>({eiA, eiB, eiE}); | |
| // Rotate the point list so that it can be passed to sub-triangulations | |
| // without indirect addressing | |
| inplaceRotateList(const_cast<UList<point>&>(points), - piA); | |
| // Triangulate the sub-polygon connected to edge A | |
| if (nA >= 3) | |
| { | |
| // Subset the polygon and triangulate | |
| SubList<triFace> triPointsA(triPoints, nA - 2, 1); | |
| SubList<FixedList<label, 3>> triEdgesA(triEdges, nA - 2, 1); | |
| SubList<labelPair> edgeTrisA(edgeTris, 2*nA - 3); | |
| triangulate | |
| ( | |
| SubList<point>(points, nA), | |
| normal, | |
| triPointsA, | |
| triEdgesA, | |
| edgeTrisA, | |
| simple, | |
| optimal | |
| ); | |
| // Map the point labels back to the full polygon | |
| forAll(triPointsA, triAi) | |
| { | |
| forAll(triPointsA[triAi], triPointAi) | |
| { | |
| label& pointi = triPointsA[triAi][triPointAi]; | |
| pointi = (pointi + piA) % n; | |
| } | |
| } | |
| // Map the edge labels back to the full polygon | |
| forAll(triEdgesA, triAi) | |
| { | |
| forAll(triEdgesA[triAi], triEdgeAi) | |
| { | |
| label& edgei = triEdgesA[triAi][triEdgeAi]; | |
| edgei = | |
| edgei >= nA ? max(eiA, eiB) + edgei - nA + 1 | |
| : edgei == nA - 1 ? eiA | |
| : (piA + edgei) % n; | |
| } | |
| } | |
| // Map the tri labels back to the full polygon | |
| forAll(edgeTrisA, edgeAi) | |
| { | |
| forAll(edgeTrisA[edgeAi], edgeTriAi) | |
| { | |
| label& trii = edgeTrisA[edgeAi][edgeTriAi]; | |
| trii = trii == -1 ? -1 : trii + 1; | |
| } | |
| } | |
| } | |
| // Triangulate the sub-polygon connected to edge B | |
| if (nB >= 3) | |
| { | |
| // Subset the polygon and triangulate | |
| SubList<triFace> triPointsB(triPoints, nB - 2, nA - 1); | |
| SubList<FixedList<label, 3>> triEdgesB(triEdges, nB - 2, nA - 1); | |
| SubList<labelPair> edgeTrisB(edgeTris, 2*nB - 3, 2*nA - 3); | |
| triangulate | |
| ( | |
| SubList<point>(points, nB, nA - 1), | |
| normal, | |
| triPointsB, | |
| triEdgesB, | |
| edgeTrisB, | |
| simple, | |
| optimal | |
| ); | |
| // Map the point labels back to the full polygon | |
| forAll(triPointsB, triBi) | |
| { | |
| forAll(triPointsB[triBi], triPointBi) | |
| { | |
| label& pointi = triPointsB[triBi][triPointBi]; | |
| pointi = (pointi + piA + nA - 1) % n; | |
| } | |
| } | |
| // Map the edge labels back to the full polygon | |
| forAll(triEdgesB, triBi) | |
| { | |
| forAll(triEdgesB[triBi], triEdgeBi) | |
| { | |
| label& edgei = triEdgesB[triBi][triEdgeBi]; | |
| edgei = | |
| edgei >= nB ? max(eiA, eiB) + nA - 3 + edgei - nB + 1 | |
| : edgei == nB - 1 ? eiB | |
| : (piA + nA - 1 + edgei) % n; | |
| } | |
| } | |
| // Map the tri labels back to the full polygon | |
| forAll(edgeTrisB, edgeBi) | |
| { | |
| forAll(edgeTrisB[edgeBi], edgeTriBi) | |
| { | |
| label& trii = edgeTrisB[edgeBi][edgeTriBi]; | |
| trii = trii == -1 ? -1 : trii + nA - 1; | |
| } | |
| } | |
| } | |
| // Rotate the point list back | |
| inplaceRotateList(const_cast<UList<point>&>(points), piA); | |
| // Reorder the edge-tris | |
| { | |
| // Swap the A-internal-edges and B-outer-edges to get all outer | |
| // edges and all internal edges in contiguous blocks | |
| SubList<labelPair> l(edgeTris, nA + nB - 3, nA - 1); | |
| inplaceRotateList(l, - nA + 2); | |
| } | |
| { | |
| // Rotate the outer edges right by one so that the intersection | |
| // edge (currently at the end) moves adjacent to the outer edges | |
| SubList<labelPair> l(edgeTris, nA + nB - 3, nA + nB - 2); | |
| inplaceRotateList(l, 1); | |
| } | |
| { | |
| // Rotate the outer edges so that they are in sequence with the | |
| // original point ordering | |
| SubList<labelPair> l(edgeTris, n); | |
| inplaceRotateList(l, - n + piA); | |
| } | |
| if (nA >= 3 && nB >= 3) | |
| { | |
| // Move edge-B leftwards adjacent to edge-A as this is created | |
| // before any of the other internal edges | |
| const label fromi = n + nA - 2, toi = n + 1; | |
| const labelPair temp = edgeTris[fromi]; | |
| for (label i = fromi; i > toi; -- i) | |
| { | |
| edgeTris[i] = edgeTris[i-1]; | |
| } | |
| edgeTris[toi] = temp; | |
| } | |
| // Add associations to the intersection triangle | |
| edgeTris[eiA][edgeTris[eiA][0] != -1] = 0; | |
| edgeTris[eiB][edgeTris[eiB][0] != -1] = 0; | |
| edgeTris[eiE] = labelPair(0, -1); | |
| } | |
| void Foam::polygonTriangulate::complexTriangulate | |
| ( | |
| const UList<point>& points, | |
| const vector& normal, | |
| UList<triFace>& triPoints, | |
| UList<FixedList<label, 3>>& triEdges, | |
| UList<labelPair>& edgeTris, | |
| const bool optimal | |
| ) | |
| { | |
| // Get the polygon size | |
| const label n = points.size(); | |
| // Detect self intersections. When one is found, remove one of the | |
| // intersected edges by adding a spanning triangle and recurse. Pick the | |
| // spanning triangle that results in the smallest negative area. | |
| for (label piA0 = 0; piA0 < n; ++ piA0) | |
| { | |
| const label piA1 = points.fcIndex(piA0); | |
| for (label piB0 = piA0 + 2; piB0 < (piA0 == 0 ? n - 1 : n); ++ piB0) | |
| { | |
| const label piB1 = points.fcIndex(piB0); | |
| if | |
| ( | |
| intersection | |
| ( | |
| edge(piA0, piA1), | |
| edge(piB0, piB1), | |
| points, | |
| normal | |
| ) | |
| ) | |
| { | |
| // Get a bunch of unique spanning triangles that remove one of | |
| // the intersected edges | |
| FixedList<labelPair, 8> spanPointAndEdgeis | |
| ({ | |
| labelPair(piA0, piB0), | |
| labelPair(piA1, piB0), | |
| labelPair(piB0, piA0), | |
| labelPair(piB1, piA0), | |
| labelPair(points.rcIndex(piA0), piA0), | |
| labelPair(points.fcIndex(piA1), piA0), | |
| labelPair(points.rcIndex(piB0), piB0), | |
| labelPair(points.fcIndex(piB1), piB0) | |
| }); | |
| forAll(spanPointAndEdgeis, spani) | |
| { | |
| for (label spanj = spani + 1; spanj < 8; ++ spanj) | |
| { | |
| if | |
| ( | |
| spanPointAndEdgeis[spani] | |
| == spanPointAndEdgeis[spanj] | |
| ) | |
| { | |
| spanPointAndEdgeis[spanj] = labelPair(-1, -1); | |
| } | |
| } | |
| } | |
| // Find the spanning triangle that results in the smallest | |
| // negative triangulation area | |
| scalar spanSumNegA = - vGreat; | |
| label spanPointi = -1, spanEdgei = -1; | |
| forAll(spanPointAndEdgeis, spani) | |
| { | |
| if (spanPointAndEdgeis[spani] == labelPair(-1, -1)) | |
| continue; | |
| const label piP = spanPointAndEdgeis[spani].first(); | |
| const label ei = spanPointAndEdgeis[spani].second(); | |
| const label piA0 = points.rcIndex(ei); | |
| const label piA = ei; | |
| const label piB = points.fcIndex(ei); | |
| const label piB1 = points.fcIndex(piB); | |
| // Only consider this spanning triangle if it decreases | |
| // the number of intersections | |
| const label netNIntersections = | |
| - nIntersections(edge(piA, piB), points, normal) | |
| + (piP == piA0 ? -1 : +1) | |
| *nIntersections(edge(piP, piA), points, normal) | |
| + (piP == piB1 ? -1 : +1) | |
| *nIntersections(edge(piP, piB), points, normal); | |
| if (netNIntersections >= 0) continue; | |
| // Triangulate | |
| partitionTriangulate | |
| ( | |
| points, | |
| normal, | |
| piP, | |
| ei, | |
| triPoints, | |
| triEdges, | |
| edgeTris, | |
| false, | |
| false | |
| ); | |
| // Compute the negative area. If it is smaller than the | |
| // previous value then update the spanning triangle. If it | |
| // is zero then break and use this triangle. | |
| scalar sumNegA = 0; | |
| forAll(triPoints, trii) | |
| { | |
| const scalar a = area(triPoints[trii], points, normal); | |
| sumNegA += negPart(a); | |
| } | |
| if (sumNegA > spanSumNegA) | |
| { | |
| spanSumNegA = sumNegA; | |
| spanPointi = piP; | |
| spanEdgei = ei; | |
| } | |
| if (spanSumNegA == 0) | |
| { | |
| break; | |
| } | |
| } | |
| // If a suitable spanning triangle was found then partition the | |
| // triangulation | |
| if (spanPointi != -1) | |
| { | |
| partitionTriangulate | |
| ( | |
| points, | |
| normal, | |
| spanPointi, | |
| spanEdgei, | |
| triPoints, | |
| triEdges, | |
| edgeTris, | |
| false, | |
| optimal | |
| ); | |
| return; | |
| } | |
| } | |
| } | |
| } | |
| // If there are no intersections then do simple polygon triangulation | |
| simpleTriangulate(points, normal, triPoints, triEdges, edgeTris, optimal); | |
| } | |
| void Foam::polygonTriangulate::triangulate | |
| ( | |
| const UList<point>& points, | |
| const vector& normal, | |
| UList<triFace>& triPoints, | |
| UList<FixedList<label, 3>>& triEdges, | |
| UList<labelPair>& edgeTris, | |
| const bool simple, | |
| const bool optimal | |
| ) | |
| { | |
| if (simple) | |
| { | |
| simpleTriangulate | |
| ( | |
| points, | |
| normal, | |
| triPoints, | |
| triEdges, | |
| edgeTris, | |
| optimal | |
| ); | |
| } | |
| else | |
| { | |
| complexTriangulate | |
| ( | |
| points, | |
| normal, | |
| triPoints, | |
| triEdges, | |
| edgeTris, | |
| optimal | |
| ); | |
| } | |
| } | |
| // * * * * * * * * * * * * * * * * Constructors * * * * * * * * * * * * * * // | |
| Foam::polygonTriangulate::polygonTriangulate() | |
| : | |
| pointis_(), | |
| edges_(), | |
| angle_(), | |
| ear_(), | |
| triPointsSet_(), | |
| points_(), | |
| triPoints_(), | |
| triEdges_(), | |
| edgeTris_() | |
| {} | |
| // * * * * * * * * * * * * * * * * Destructor * * * * * * * * * * * * * * * // | |
| Foam::polygonTriangulate::~polygonTriangulate() | |
| {} | |
| // * * * * * * * * * * * * * * Member Functions * * * * * * * * * * * * * * // | |
| const Foam::UList<Foam::triFace>& Foam::polygonTriangulate::triangulate | |
| ( | |
| const UList<point>& points, | |
| const vector& normal, | |
| const bool simple, | |
| const bool optimal | |
| ) | |
| { | |
| // Get the polygon size | |
| const label n = points.size(); | |
| // Resize workspace | |
| triPoints_.resize(n - 2); | |
| triEdges_.resize(n - 2); | |
| edgeTris_.resize(2*n - 3); | |
| // Run | |
| triangulate | |
| ( | |
| points, | |
| normal, | |
| triPoints_, | |
| triEdges_, | |
| edgeTris_, | |
| simple, | |
| optimal | |
| ); | |
| return triPoints_; | |
| } | |
| const Foam::UList<Foam::triFace>& Foam::polygonTriangulate::triangulate | |
| ( | |
| const UList<point>& points, | |
| const bool simple, | |
| const bool optimal | |
| ) | |
| { | |
| return | |
| triangulate | |
| ( | |
| points, | |
| normalised(face::area(points)), | |
| simple, | |
| optimal | |
| ); | |
| } | |
| // ************************************************************************* // | |