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https://git.salome-platform.org/gitpub/modules/smesh.git
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342 lines
9.4 KiB
C++
342 lines
9.4 KiB
C++
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// Copyright (C) 2007-2016 CEA/DEN, EDF R&D, OPEN CASCADE
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//
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// Copyright (C) 2003-2007 OPEN CASCADE, EADS/CCR, LIP6, CEA/DEN,
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// CEDRAT, EDF R&D, LEG, PRINCIPIA R&D, BUREAU VERITAS
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//
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// This library is free software; you can redistribute it and/or
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// modify it under the terms of the GNU Lesser General Public
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// License as published by the Free Software Foundation; either
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// version 2.1 of the License, or (at your option) any later version.
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//
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// This library is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public
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// License along with this library; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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//
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// See http://www.salome-platform.org/ or email : webmaster.salome@opencascade.com
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//
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// File : SMESH_Triangulate.cxx
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// Created : Thu Jan 18 18:00:13 2018
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// Author : Edward AGAPOV (eap)
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// Extracted from ../DriverSTL/DriverSTL_W_SMDS_Mesh.cxx
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#include "SMESH_MeshAlgos.hxx"
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#include <Standard_ErrorHandler.hxx>
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#include <Standard_Failure.hxx>
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#include <gp_Ax2.hxx>
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using namespace SMESH_MeshAlgos;
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//================================================================================
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/*!
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* \brief Initialization
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*/
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//================================================================================
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void Triangulate::PolyVertex::SetNodeAndNext( const SMDS_MeshNode* n,
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PolyVertex& v )
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{
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_nxyz.Set( n );
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_next = &v;
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v._prev = this;
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}
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//================================================================================
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/*!
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* \brief Remove self from a polygon
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*/
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//================================================================================
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Triangulate::PolyVertex* Triangulate::PolyVertex::Delete()
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{
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_prev->_next = _next;
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_next->_prev = _prev;
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return _next;
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}
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//================================================================================
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/*!
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* \brief Return nodes of a triangle
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*/
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//================================================================================
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void Triangulate::PolyVertex::GetTriaNodes( const SMDS_MeshNode** nodes) const
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{
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nodes[0] = _prev->_nxyz._node;
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nodes[1] = this->_nxyz._node;
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nodes[2] = _next->_nxyz._node;
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}
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//================================================================================
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/*!
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* \brief Compute triangle area
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*/
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//================================================================================
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inline static double Area( const gp_XY& xy0, const gp_XY& xy1, const gp_XY& xy2 )
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{
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gp_XY vPrev = xy0 - xy1;
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gp_XY vNext = xy2 - xy1;
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return vNext ^ vPrev;
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}
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//================================================================================
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/*!
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* \brief Compute triangle area
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*/
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//================================================================================
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double Triangulate::PolyVertex::TriaArea() const
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{
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return Area( _prev->_xy, this->_xy, _next->_xy );
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}
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//================================================================================
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/*!
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* \brief Check if a vertex is inside a triangle
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*/
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//================================================================================
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bool Triangulate::PolyVertex::IsInsideTria( const PolyVertex* v )
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{
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if ( this ->_nxyz == v->_nxyz ||
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_prev->_nxyz == v->_nxyz ||
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_next->_nxyz == v->_nxyz )
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return false;
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gp_XY p = _prev->_xy - v->_xy;
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gp_XY t = this->_xy - v->_xy;
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gp_XY n = _next->_xy - v->_xy;
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const double tol = -1e-12;
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return (( p ^ t ) >= tol &&
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( t ^ n ) >= tol &&
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( n ^ p ) >= tol );
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// return ( Area( _prev, this, v ) > 0 &&
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// Area( this, _next, v ) > 0 &&
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// Area( _next, _prev, v ) > 0 );
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}
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//================================================================================
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/*!
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* \brief Triangulate a polygon. Assure correct orientation for concave polygons
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*/
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//================================================================================
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bool Triangulate::triangulate( std::vector< const SMDS_MeshNode*>& nodes,
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const size_t nbNodes )
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{
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// connect nodes into a ring
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_pv.resize( nbNodes );
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for ( size_t i = 1; i < nbNodes; ++i )
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_pv[i-1].SetNodeAndNext( nodes[i-1], _pv[i] );
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_pv[ nbNodes-1 ].SetNodeAndNext( nodes[ nbNodes-1 ], _pv[0] );
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// get a polygon normal
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gp_XYZ normal(0,0,0), p0,v01,v02;
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p0 = _pv[0]._nxyz;
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v01 = _pv[1]._nxyz - p0;
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for ( size_t i = 2; i < nbNodes; ++i )
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{
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v02 = _pv[i]._nxyz - p0;
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normal += v01 ^ v02;
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v01 = v02;
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}
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// project nodes to the found plane
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gp_Ax2 axes;
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try {
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axes = gp_Ax2( p0, normal, v01 );
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}
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catch ( Standard_Failure ) {
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return false;
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}
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for ( size_t i = 0; i < nbNodes; ++i )
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{
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gp_XYZ p = _pv[i]._nxyz - p0;
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_pv[i]._xy.SetX( axes.XDirection().XYZ() * p );
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_pv[i]._xy.SetY( axes.YDirection().XYZ() * p );
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}
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// in a loop, find triangles with positive area and having no vertices inside
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int iN = 0, nbTria = nbNodes - 2;
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nodes.reserve( nbTria * 3 );
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const double minArea = 1e-6;
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PolyVertex* v = &_pv[0], *vi;
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int nbVertices = nbNodes, nbBadTria = 0, isGoodTria;
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while ( nbBadTria < nbVertices )
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{
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if (( isGoodTria = v->TriaArea() > minArea ))
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{
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for ( vi = v->_next->_next;
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vi != v->_prev;
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vi = vi->_next )
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{
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if ( v->IsInsideTria( vi ))
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break;
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}
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isGoodTria = ( vi == v->_prev );
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}
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if ( isGoodTria )
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{
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v->GetTriaNodes( &nodes[ iN ] );
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iN += 3;
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v = v->Delete();
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if ( --nbVertices == 3 )
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{
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// last triangle remains
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v->GetTriaNodes( &nodes[ iN ] );
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return true;
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}
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nbBadTria = 0;
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}
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else
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{
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v = v->_next;
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++nbBadTria;
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}
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}
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// the polygon is invalid; add triangles with positive area
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nbBadTria = 0;
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while ( nbBadTria < nbVertices )
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{
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isGoodTria = v->TriaArea() > minArea;
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if ( isGoodTria )
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{
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v->GetTriaNodes( &nodes[ iN ] );
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iN += 3;
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v = v->Delete();
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if ( --nbVertices == 3 )
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{
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// last triangle remains
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v->GetTriaNodes( &nodes[ iN ] );
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return true;
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}
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nbBadTria = 0;
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}
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else
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{
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v = v->_next;
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++nbBadTria;
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}
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}
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// add all the rest triangles
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while ( nbVertices >= 3 )
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{
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v->GetTriaNodes( &nodes[ iN ] );
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iN += 3;
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v = v->Delete();
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--nbVertices;
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}
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return true;
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} // triangulate()
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//================================================================================
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/*!
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* \brief Return nb triangles in a decomposed mesh face
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* \retval int - number of triangles
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*/
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//================================================================================
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int Triangulate::GetNbTriangles( const SMDS_MeshElement* face )
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{
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// WARNING: counting triangles must be coherent with GetTriangles()
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switch ( face->GetEntityType() )
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{
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case SMDSEntity_BiQuad_Triangle:
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case SMDSEntity_BiQuad_Quadrangle:
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return face->NbNodes() - 1;
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// case SMDSEntity_Triangle:
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// case SMDSEntity_Quad_Triangle:
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// case SMDSEntity_Quadrangle:
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// case SMDSEntity_Quad_Quadrangle:
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// case SMDSEntity_Polygon:
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// case SMDSEntity_Quad_Polygon:
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default:
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return face->NbNodes() - 2;
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}
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return 0;
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}
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//================================================================================
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/*!
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* \brief Decompose a mesh face into triangles
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* \retval int - number of triangles
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*/
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//================================================================================
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int Triangulate::GetTriangles( const SMDS_MeshElement* face,
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std::vector< const SMDS_MeshNode*>& nodes)
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{
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if ( face->GetType() != SMDSAbs_Face )
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return 0;
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// WARNING: decomposing into triangles must be coherent with getNbTriangles()
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int nbTria, i = 0, nbNodes = face->NbNodes();
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SMDS_NodeIteratorPtr nIt = face->interlacedNodesIterator();
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nodes.resize( nbNodes * 3 );
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nodes[ i++ ] = nIt->next();
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nodes[ i++ ] = nIt->next();
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const SMDSAbs_EntityType type = face->GetEntityType();
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switch ( type )
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{
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case SMDSEntity_BiQuad_Triangle:
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case SMDSEntity_BiQuad_Quadrangle:
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nbTria = ( type == SMDSEntity_BiQuad_Triangle ) ? 6 : 8;
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nodes[ i++ ] = face->GetNode( nbTria );
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for ( i = 3; i < 3*(nbTria-1); i += 3 )
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{
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nodes[ i+0 ] = nodes[ i-2 ];
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nodes[ i+1 ] = nIt->next();
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nodes[ i+2 ] = nodes[ 2 ];
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}
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nodes[ i+0 ] = nodes[ i-2 ];
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nodes[ i+1 ] = nodes[ 0 ];
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nodes[ i+2 ] = nodes[ 2 ];
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break;
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case SMDSEntity_Triangle:
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nbTria = 1;
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nodes[ i++ ] = nIt->next();
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break;
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default:
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// case SMDSEntity_Quad_Triangle:
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// case SMDSEntity_Quadrangle:
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// case SMDSEntity_Quad_Quadrangle:
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// case SMDSEntity_Polygon:
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// case SMDSEntity_Quad_Polygon:
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nbTria = nbNodes - 2;
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while ( nIt->more() )
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nodes[ i++ ] = nIt->next();
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if ( nbTria > 1 && !triangulate( nodes, nbNodes ))
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{
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nIt = face->interlacedNodesIterator();
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nodes[ 0 ] = nIt->next();
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nodes[ 1 ] = nIt->next();
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nodes[ 2 ] = nIt->next();
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for ( i = 3; i < 3*nbTria; i += 3 )
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{
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nodes[ i+0 ] = nodes[ 0 ];
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nodes[ i+1 ] = nodes[ i-1 ];
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nodes[ i+2 ] = nIt->next();
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}
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}
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}
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return nbTria;
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}
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