//---------------------------------------------------------------------------- // EgalTech 2023 //---------------------------------------------------------------------------- // File : Tree.cpp Data : 21.04.23 Versione : // Contenuto : Implementazione della classe Tree. // // // // Modifiche : 21.04.23 DB Creazione modulo. // // //---------------------------------------------------------------------------- //--------------------------- Include ---------------------------------------- #include "stdafx.h" #include #include "Tree.h" #include "SurfBezier.h" #include "GeoConst.h" #include "CurveLine.h" #include "/EgtDev/Include/EGkPolyLine.h" #include "/EgtDev/Include/EGkDistPointCurve.h" using namespace std ; //---------------------------------------------------------------------------- Cell::Cell( void) : m_nId( -1),m_nTop ( -2), m_nBottom( -2), m_nLeft( -2), m_nRight ( -2), m_nParent( -2), m_nDepth( 0), m_nChild1( -2), m_nChild2( -2), m_ptPbl( ORIG), m_ptPtr(), m_bProcessed ( false) , m_bSplitVert ( true) { Point3d ptTr ( 1, 1) ; m_ptPtr = ptTr ; } //---------------------------------------------------------------------------- Cell::Cell( Point3d ptBL, Point3d ptTR) : m_nId( -1),m_nTop ( -2), m_nBottom( -2), m_nLeft( -2), m_nRight ( -2), m_nParent( -2), m_nDepth( 0), m_nChild1( -2), m_nChild2( -2), m_ptPbl( ptBL), m_ptPtr(ptTR), m_bProcessed ( false) , m_bSplitVert ( true) {} //---------------------------------------------------------------------------- Cell::~Cell( void) { } //---------------------------------------------------------------------------- inline bool Cell::IsSame( Cell cOtherCell) const { if ( m_nId == cOtherCell.m_nId) return true ; else return false ; } //---------------------------------------------------------------------------- bool Cell::IsLeaf ( void) const { if( m_nChild1 == -2 && m_nChild2 == -2) return true ; else return false ; } //---------------------------------------------------------------------------- Tree::Tree( void) : m_pSrfBz( nullptr), m_bTrimmed( false), m_bBilinear( false), m_bMulti( false), m_bClosed( false) { Point3d ptBl( 0, 0), ptTr ( 1, 1) ; Cell cRoot( ptBl, ptTr) ; m_mTree.insert( pair< int, Cell>( -1, cRoot)) ; } //---------------------------------------------------------------------------- Tree::Tree( const SurfBezier* pSrfBz, bool bSplitPatches) : m_bBilinear( false), m_bMulti( false), m_bClosed( false) { SetSurf( pSrfBz, bSplitPatches) ; } //---------------------------------------------------------------------------- Tree::~Tree( void) { } //---------------------------------------------------------------------------- void Tree::SetSurf( const SurfBezier* pSrfBz, bool bSplitPatches) { m_pSrfBz = pSrfBz ; // le coordinate delle celle sono nello spazio parametrico int nDegU, nDegV, nSpanU, nSpanV ; bool bIsRat, bTrimmed ; m_pSrfBz->GetInfo( nDegU, nDegV, nSpanU, nSpanV, bIsRat, bTrimmed) ; m_bTrimmed = bTrimmed ; if ( nDegU == 1 && nDegV == 1) m_bBilinear = true ; if ( nSpanU * nSpanV != 1) m_bMulti = true ; if ( bSplitPatches) { int nId = -1 ; for ( int i = 1 ; i < nSpanU ; ++i ) { m_mTree[nId].SetSplitDirVert( true) ; Split( nId, i) ; } for ( int j = 1 ; j < nSpanV ; ++j ) { } // split preliminari per dividere le patch in modo da triangolarle indipendentemente//////////////////////////////////////////////////////// // devo sistemare le adiacenze // queste si sistemano da sole con lo split // così creo dei child1 da cui devo ripassare per processarle, ma nel mio algoritmo non è previto!!!!!!!!!!!!!!!!! } // salvo i vertici 3d della cella root Point3d ptTop( nSpanU, nSpanV) ; Cell cRoot( ORIG, ptTop) ; m_mTree.insert( pair< int, Cell>( -1, cRoot)) ; Point3d ptP00, ptP10, ptP11, ptP01 ; bool bOk = false ; PNTVECTOR vVert ; ptP00 = m_pSrfBz->GetControlPoint( 0, &bOk); vVert.push_back( ptP00) ; ptP10 = m_pSrfBz->GetControlPoint( nDegU * nSpanU, &bOk) ; vVert.push_back( ptP10) ; ptP11 = m_pSrfBz->GetControlPoint( ( nDegU * nSpanU + 1) * ( nDegV * nSpanV + 1) - 1, &bOk) ; vVert.push_back( ptP11) ; ptP01 = m_pSrfBz->GetControlPoint( ( nDegU * nSpanU + 1 ) * ( nDegV * nSpanV), &bOk) ; vVert.push_back( ptP01) ; m_mVert.insert( pair( -1, vVert)) ; // verifico se la superficie è chiusa ed eventualmente sistemo le adiacenze if ( ( AreSamePointApprox(ptP00, ptP01) && AreSamePointApprox(ptP10, ptP11) ) || ( AreSamePointApprox(ptP00, ptP10) && AreSamePointApprox(ptP01, ptP11) ) ) { m_bClosed = true ; // devo gestire se passo da entrambi questi if/////////////////////////////////////////////////////////////////////////////////////////////////////////// if ( AreSamePointApprox(ptP00, ptP01)) { m_mTree[-1].m_nTop = -1 ; m_mTree[-1].m_nBottom = -1 ; m_mTree[-1].SetSplitDirVert( false) ; Split(-1) ; } if (AreSamePointApprox(ptP00, ptP10)) { m_mTree[-1].m_nLeft = -1 ; m_mTree[-1].m_nRight = -1 ; m_mTree[-1].SetSplitDirVert( true) ; Split( -1) ; } } // calcolo e salvo la distanza reale tra i vertici della cella root double dLen0 = Dist( ptP00, ptP10) ; double dLen1 = Dist( ptP10, ptP11) ; double dLen2 = Dist( ptP01, ptP11) ; double dLen3 = Dist( ptP00, ptP01) ; m_vDim.push_back( ( dLen0 != 0 ? dLen0 : 1)) ; m_vDim.push_back( ( dLen1 != 0 ? dLen1 : 1)) ; m_vDim.push_back( ( dLen2 != 0 ? dLen2 : 1)) ; m_vDim.push_back( ( dLen3 != 0 ? dLen3 : 1)) ; } //---------------------------------------------------------------------------- void Tree::Split( int nId, double dSplitValue) { // per lo split a parametro libero devo impedire che si facciano split troppo vicini al bordo!!!!!!!!!!!!!!!!!!! Cell cChild1, cChild2 ; cChild1.m_nDepth = m_mTree[nId].m_nDepth + 1 ; cChild2.m_nDepth = m_mTree[nId].m_nDepth + 1 ; int nNodes = (int) m_mTree.size() ; cChild1.m_nId = nNodes - 1 ; m_mTree[nId].m_nChild1 = nNodes - 1 ; cChild2.m_nId = nNodes ; m_mTree[nId].m_nChild2 = nNodes ; m_mTree.insert( pair( nNodes - 1, cChild1)) ; m_mTree.insert( pair( nNodes, cChild2)) ; Point3d ptVert1, ptVert2 ; PNTVECTOR vVert ; m_mVert.insert( pair( nNodes - 1, vVert)) ; m_mVert.insert( pair( nNodes, vVert)) ; if ( ! m_mTree[nId].IsSplitVert()) { // la cella figlio 1 è quella sopra Point3d ptBL( m_mTree[nId].GetBottomLeft().x, ( m_mTree[nId].GetBottomLeft().y + m_mTree[nId].GetTopRight().y) / 2) ; m_mTree[m_mTree[nId].m_nChild1].SetBottomLeft( ptBL) ; m_mTree[m_mTree[nId].m_nChild1].SetTopRight( m_mTree[nId].GetTopRight()) ; m_mTree[m_mTree[nId].m_nChild1].m_nTop = m_mTree[nId].m_nTop ; m_mTree[m_mTree[nId].m_nChild1].m_nBottom = m_mTree[nId].m_nChild2 ; m_mTree[m_mTree[nId].m_nChild1].m_nLeft = m_mTree[nId].m_nLeft ; m_mTree[m_mTree[nId].m_nChild1].m_nRight = m_mTree[nId].m_nRight ; Point3d ptTR( m_mTree[nId].GetTopRight().x, ( m_mTree[nId].GetTopRight().y + m_mTree[nId].GetBottomLeft().y) / 2) ; m_mTree[m_mTree[nId].m_nChild2].SetBottomLeft( m_mTree[nId].GetBottomLeft()) ; m_mTree[m_mTree[nId].m_nChild2].SetTopRight( ptTR) ; m_mTree[m_mTree[nId].m_nChild2].m_nTop = m_mTree[nId].m_nChild1 ; m_mTree[m_mTree[nId].m_nChild2].m_nBottom = m_mTree[nId].m_nBottom ; m_mTree[m_mTree[nId].m_nChild2].m_nLeft = m_mTree[nId].m_nLeft ; m_mTree[m_mTree[nId].m_nChild2].m_nRight = m_mTree[nId].m_nRight ; // metto i corrispondenti 3d dei punti dello split nella mappa m_mVert // per ogni cella i punti devono essere nell'ordine ptP00, ptP10, ptP11, ptP01 //double dV = ( 1 - dSplitValue) * m_mTree[nId].GetBottomLeft().y + dSplitValue * m_mTree[nId].GetTopRight().y ; m_pSrfBz->GetPointD1D2( m_mTree[nId].GetBottomLeft().x, dSplitValue, ISurfBezier::FROM_MINUS, ISurfBezier::FROM_MINUS, ptVert1) ; m_pSrfBz->GetPointD1D2( m_mTree[nId].GetTopRight().x, dSplitValue, ISurfBezier::FROM_MINUS, ISurfBezier::FROM_MINUS, ptVert2) ; m_mVert[nNodes - 1].push_back( ptVert1) ; m_mVert[nNodes - 1].push_back( ptVert2) ; m_mVert[nNodes - 1].push_back( m_mVert[nId][2]) ; m_mVert[nNodes - 1].push_back( m_mVert[nId][3]) ; m_mVert[nNodes].push_back( m_mVert[nId][0]) ; m_mVert[nNodes].push_back( m_mVert[nId][1]) ; m_mVert[nNodes].push_back( ptVert2) ; m_mVert[nNodes].push_back( ptVert1) ; } else { // la cella figlio 1 è quella di sinistra Point3d ptTR( ( m_mTree[nId].GetBottomLeft().x + m_mTree[nId].GetTopRight().x) / 2, m_mTree[nId].GetTopRight().y) ; m_mTree[m_mTree[nId].m_nChild1].SetBottomLeft( m_mTree[nId].GetBottomLeft()) ; m_mTree[m_mTree[nId].m_nChild1].SetTopRight( ptTR) ; m_mTree[m_mTree[nId].m_nChild1].m_nTop = m_mTree[nId].m_nTop ; m_mTree[m_mTree[nId].m_nChild1].m_nBottom = m_mTree[nId].m_nBottom ; m_mTree[m_mTree[nId].m_nChild1].m_nLeft = m_mTree[nId].m_nLeft ; m_mTree[m_mTree[nId].m_nChild1].m_nRight = m_mTree[nId].m_nChild2 ; Point3d ptBL(( m_mTree[nId].GetBottomLeft().x + m_mTree[nId].GetTopRight().x) / 2, m_mTree[nId].GetBottomLeft().y) ; m_mTree[m_mTree[nId].m_nChild2].SetBottomLeft( ptBL) ; m_mTree[m_mTree[nId].m_nChild2].SetTopRight( m_mTree[nId].GetTopRight()) ; m_mTree[m_mTree[nId].m_nChild2].m_nTop = m_mTree[nId].m_nTop ; m_mTree[m_mTree[nId].m_nChild2].m_nBottom = m_mTree[nId].m_nBottom ; m_mTree[m_mTree[nId].m_nChild2].m_nLeft = m_mTree[nId].m_nChild1 ; m_mTree[m_mTree[nId].m_nChild2].m_nRight = m_mTree[nId].m_nRight ; // metto i corrispondenti 3d dei punti dello split nella mappa m_mVert // per ogni cella i punti devono essere nell'ordine ptP00, ptP10, ptP11, ptP01 //double dU = ( m_mTree[nId].GetBottomLeft().x + m_mTree[nId].GetTopRight().x) / 2 ; m_pSrfBz->GetPointD1D2( dSplitValue, m_mTree[nId].GetBottomLeft().y, ISurfBezier::FROM_MINUS, ISurfBezier::FROM_MINUS, ptVert2) ; m_pSrfBz->GetPointD1D2( dSplitValue, m_mTree[nId].GetTopRight().y, ISurfBezier::FROM_MINUS, ISurfBezier::FROM_MINUS, ptVert1) ; m_mVert[nNodes - 1].push_back( m_mVert[nId][0]) ; m_mVert[nNodes - 1].push_back( ptVert2) ; m_mVert[nNodes - 1].push_back( ptVert1) ; m_mVert[nNodes - 1].push_back( m_mVert[nId][3]) ; m_mVert[nNodes].push_back( ptVert2) ; m_mVert[nNodes].push_back( m_mVert[nId][1]) ; m_mVert[nNodes].push_back( m_mVert[nId][2]) ; m_mVert[nNodes].push_back( ptVert1) ; } m_mTree[m_mTree[nId].m_nChild1].SetParent( nId) ; m_mTree[m_mTree[nId].m_nChild2].SetParent( nId) ; } //---------------------------------------------------------------------------- void Tree::Split( int nId) { double dValue ; if ( m_mTree[nId].IsSplitVert()) dValue = ( m_mTree[nId].GetBottomLeft().x + m_mTree[nId].GetTopRight().x) / 2 ; else dValue = ( m_mTree[nId].GetBottomLeft().y + m_mTree[nId].GetTopRight().y) / 2 ; Split( nId, dValue) ; } //---------------------------------------------------------------------------- bool Tree::BuildTree( double dLinTol_, double dSideMin, double dSideMax) { // suddivido lo spazio parametrico con divisioni a metà su uno dei due parametri INTVECTOR vBalanceCheck ; int nCToSplit = -1 ; // se ho già fatto degli split preliminari parto dal primo child anziché dal root if ( (int) m_mTree.size() > 1) nCToSplit = 0 ; double dLinTol = 0.2 ; //double dSideMin = 1 ; if ( ! m_bTrimmed) { if ( ! m_bBilinear) { while ( nCToSplit != -2 && m_mTree[nCToSplit].IsProcessed() == false) { // calcolo in quale direzione ho più curvatura // ptP00P10 è un punto tra P00 e P10 double dU = ( m_mTree[nCToSplit].GetTopRight().x + m_mTree[nCToSplit].GetBottomLeft().x) / 2 ; double dV = ( m_mTree[nCToSplit].GetTopRight().y + m_mTree[nCToSplit].GetBottomLeft().y) / 2 ; double dULoc = 0.5, dVLoc = 0.5 ; Point3d ptPSrf, ptP00P10, ptP10P11, ptP11P01, ptP01P00 ; m_pSrfBz->GetPointD1D2( dU, dV, ISurfBezier::FROM_MINUS, ISurfBezier::FROM_MINUS, ptPSrf) ; m_pSrfBz->GetPointD1D2( dU, m_mTree[nCToSplit].GetBottomLeft().y, ISurfBezier::FROM_MINUS, ISurfBezier::FROM_MINUS, ptP00P10) ; m_pSrfBz->GetPointD1D2( m_mTree[nCToSplit].GetTopRight().x, dV, ISurfBezier::FROM_MINUS, ISurfBezier::FROM_MINUS, ptP10P11) ; m_pSrfBz->GetPointD1D2( dU, m_mTree[nCToSplit].GetTopRight().y, ISurfBezier::FROM_MINUS, ISurfBezier::FROM_MINUS, ptP11P01) ; m_pSrfBz->GetPointD1D2( m_mTree[nCToSplit].GetBottomLeft().x, dV, ISurfBezier::FROM_MINUS, ISurfBezier::FROM_MINUS, ptP01P00) ; Point3d ptV = ( 1 - dULoc) * ptP00P10 + dULoc * ptP11P01 ; Point3d ptU = ( 1 - dVLoc) * ptP10P11 + dVLoc * ptP01P00 ; // per lo split scelgo la direzione che è più vicina alla superficie originale nel punto di maggior distanza // misura approssimativa della curvatura in una direzione double dCurvV = Dist(ptV, ptPSrf) ; double dCurvU = Dist(ptU, ptPSrf) ; bool bVert ; if ( dCurvV > dCurvU) { // lungo la direzione V ho una curvatura maggiore bVert = false ; } else { // lungo la direzione U ho una curvatura maggiore bVert = true ; } Point3d ptP00, ptP10, ptP11, ptP01 ; // distanza reale tra i vertici della cella ptP00 = m_mVert[nCToSplit][0] ; ptP10 = m_mVert[nCToSplit][1] ; ptP11 = m_mVert[nCToSplit][2] ; ptP01 = m_mVert[nCToSplit][3] ; double dLen0 = Dist( ptP00, ptP10) ; double dLen1 = Dist( ptP10, ptP11) ; double dLen2 = Dist( ptP01, ptP11) ; double dLen3 = Dist( ptP00, ptP01) ; // verifico che la cella sia da splittare e che eventualmente sia abbastanza grande da poterlo fare double dSideMinVal = 0, dSideMaxVal = 0 ; if ( bVert) { if ( dLen0 != 0 && dLen2 != 0) dSideMinVal = min( dLen0, dLen2) ; else dSideMinVal = max( dLen0, dLen2) ; } else { if ( dLen1 != 0 && dLen3 != 0) dSideMinVal = min( dLen1, dLen3) ; else dSideMinVal = max( dLen1, dLen3) ; } // calcolo le diagonali per controllare la dimensione massima dei triangoli in cui dividerei la cella dSideMaxVal = max( Dist( ptP00, ptP11), Dist( ptP10, ptP01)) ; // se la cella è abbastanza grande da poter essere divisa ancora, calcolo l'errore di approssimazione double dErr = 0 ; if ( dSideMinVal / 2 >= dSideMin && dSideMaxVal < dSideMax && ( dCurvV > dLinTol || dCurvU > dLinTol)) { CurveLine cl0010, cl0001, cl1011, cl0111 ; // U=0 cl0010.Set( ptP00, ptP10) ; // U=1 cl0111.Set( ptP01, ptP11) ; Point3d pt0010, pt0111, ptBz0, ptBz1, ptBzV ; int nFlag ; CurveLine clV ; // determino quanti Step fare per ogni direzione parametrica double dDimU = ( dLen0 >= dLen2 ? dLen0 / m_vDim[0] : dLen2 / m_vDim[2]) ; double dDimV = ( dLen1 >= dLen3 ? dLen1 / m_vDim[1] : dLen3 / m_vDim[3]) ; // numero di Step per campionare la superficie nelle due direzioni parametriche int nStepsU = int( 51 * dDimU + 5 * ( 1 - dDimU)) ; int nStepsV = int( 51 * dDimV + 5 * ( 1 - dDimV)) ; for ( int u = 0 ; u < nStepsU ; ++ u) { dU = double ( u) / double ( nStepsU - 1) ; dULoc = ( 1 - dU) * m_mTree[nCToSplit].GetBottomLeft().x + dU * m_mTree[nCToSplit].GetTopRight().x ; if ( ! m_pSrfBz->GetPointD1D2( dULoc, m_mTree[nCToSplit].GetBottomLeft().y, ISurfBezier::FROM_MINUS, ISurfBezier::FROM_MINUS, ptBz0) || ! m_pSrfBz->GetPointD1D2( dULoc, m_mTree[nCToSplit].GetTopRight().y, ISurfBezier::FROM_MINUS, ISurfBezier::FROM_MINUS, ptBz1)) return false ; DistPointCurve dpc0010( ptBz0, cl0010) ; DistPointCurve dpc0111( ptBz1, cl0111) ; dpc0010.GetMinDistPoint( 0, pt0010, nFlag) ; dpc0111.GetMinDistPoint( 0, pt0111, nFlag) ; clV.Set( pt0010, pt0111) ; for ( int v = 0 ; v < nStepsV ; ++ v) { dV = double ( v) / double ( nStepsV - 1) ; dVLoc = ( 1 - dV) * m_mTree[nCToSplit].GetBottomLeft().y + dV * m_mTree[nCToSplit].GetTopRight().y ; if ( ! m_pSrfBz->GetPointD1D2( dULoc, dVLoc, ISurfBezier::FROM_MINUS, ISurfBezier::FROM_MINUS, ptBzV)) return false ; DistPointCurve dpc( ptBzV, clV) ; // distanza di approssimazione locale double dDist ; dpc.GetDist( dDist) ; if ( dDist > dErr) dErr = dDist ; } } } if ( dErr > dLinTol || dSideMaxVal > dSideMax) { m_mTree[nCToSplit].SetSplitDirVert( bVert) ; // effettuo lo split Split( nCToSplit) ; // procedo con lo split del Child1 nCToSplit = m_mTree[nCToSplit].m_nChild1 ; } else { // sono arrivato ad una cella Leaf, quindi salvo la cella m_vnLeaves.push_back( nCToSplit) ; m_mTree[nCToSplit].Processed() ; // risalgo i parent finché non trovo il primo Child2 da processare nCToSplit = m_mTree[nCToSplit].m_nParent ; if ( m_mTree[m_mTree[nCToSplit].m_nChild1].IsProcessed() && m_mTree[m_mTree[nCToSplit].m_nChild2].IsProcessed()) m_mTree[nCToSplit].Processed() ; while ( m_mTree[m_mTree[nCToSplit].m_nChild2].IsProcessed()) { if ( m_mTree[nCToSplit].m_nParent != -2) nCToSplit = m_mTree[nCToSplit].m_nParent ; if ( m_mTree[m_mTree[nCToSplit].m_nChild1].IsProcessed() && m_mTree[m_mTree[nCToSplit].m_nChild2].IsProcessed()) m_mTree[nCToSplit].Processed() ; if ( nCToSplit == -1 && m_mTree[m_mTree[nCToSplit].m_nChild2].IsProcessed()) break ; } nCToSplit = m_mTree[nCToSplit].m_nChild2 ; } } Balance( vBalanceCheck) ; // da implementare quando dividerò ad un parametro a scelta e non a metà } // bilineare else { while ( nCToSplit != -2 && m_mTree[nCToSplit].IsProcessed() == false) { // vertici della cella Point3d ptP00, ptP10, ptP11, ptP01 ; ptP00 = m_mVert[nCToSplit][0] ; ptP10 = m_mVert[nCToSplit][1] ; ptP11 = m_mVert[nCToSplit][2] ; ptP01 = m_mVert[nCToSplit][3] ; // distanza reale tra i vertici della cella double dLen0 = Dist( ptP00, ptP10) ; double dLen1 = Dist( ptP10, ptP11) ; double dLen2 = Dist( ptP01, ptP11) ; double dLen3 = Dist( ptP00, ptP01) ; // calcolo se è migliore la divisione in orizzontale o in verticale Point3d ptP00P10, ptP00P01 , ptP01P11, ptP10P11 ; ptP00P10 = ( ptP00 + ptP10) / 2 ; ptP10P11 = ( ptP10 + ptP11) / 2 ; ptP01P11 = ( ptP01 + ptP11) / 2 ; ptP00P01 = ( ptP00 + ptP01) / 2 ; bool bVert = false ; //// questo calcolo è inutile perché confronto due cose che sono sempre uguali/////////////////////////////////////////////////////// // calcolo se è meglio spezzare in orizzontale o in verticale //double dErrVert1 = ( ( ptP00 - ptP01) + ( ptP01P11 - ptP00P10)).Len() ; //double dErrVert2 = ( ( ptP00P10 - ptP01P11) + ( ptP11 - ptP10)).Len() ; //double dErrOriz1 = ( ( ptP00P01 - ptP01) + ( ptP11 - ptP10P11)).Len() ; //double dErrOriz2 = ( ( ptP00 - ptP00P01) + ( ptP10P11 - ptP10)).Len() ; ////if (0 ) { //if ( abs( dErrVert1 + dErrVert2 - dErrOriz1 - dErrOriz2) < EPS_SMALL && nCToSplit != -1) { // bVert = ! m_mTree[m_mTree[nCToSplit].m_nParent].IsSplitVert() ; //} //else { // if ( dErrVert1 + dErrVert2 > dErrOriz1 + dErrOriz2) { // bVert = false ; // } // else { // bVert = true ; // } //} // con questo esce la C sulla bilineare // calcolo in quale direzione è meglio dividere in base allo stretch Point3d ptPSrfU, ptPSrfV ; double dU = 0, dV = 0 ; double dDistU = 0, dDistV = 0 ; double dULoc, dVLoc ; PNTVECTOR vPtU, vPtV ; if ( ! m_bMulti) { if ( max(dLen0, dLen2) > max(dLen1, dLen3)) { bVert = true ; } else { bVert = false ; } } else { for ( double i = 0.25 ; i < 1 ; i = i + 0.25 ) { /*Point3d ptU = ( 1 - i) * ptP00P01 + i * ptP10P11 ; Point3d ptV = ( 1 - i) * ptP00P10 + i * ptP01P11 ;*/ dU = ( 1 - i) * m_mTree[nCToSplit].GetBottomLeft().x + i * m_mTree[nCToSplit].GetTopRight().x ; dV = ( 1 - i) * m_mTree[nCToSplit].GetBottomLeft().y + i * m_mTree[nCToSplit].GetTopRight().y ; dVLoc = ( m_mTree[nCToSplit].GetBottomLeft().y + m_mTree[nCToSplit].GetTopRight().y) / 2 ; dULoc = ( m_mTree[nCToSplit].GetBottomLeft().x + m_mTree[nCToSplit].GetTopRight().x) / 2 ; m_pSrfBz->GetPointD1D2( dU, dVLoc, ISurfBezier::FROM_MINUS, ISurfBezier::FROM_MINUS, ptPSrfU) ; m_pSrfBz->GetPointD1D2( dULoc, dV, ISurfBezier::FROM_MINUS, ISurfBezier::FROM_MINUS, ptPSrfV) ; //dDistU = max( Dist( ptU , ptPSrfU), dDistU) ; //dDistV = max( Dist( ptV , ptPSrfV), dDistV) ; vPtU.push_back(ptPSrfU) ; vPtV.push_back(ptPSrfV) ; } // devo guardare se i tre punti in vPtU e vPtV sono allineati CurveLine clU, clV; clU.Set(vPtU[0], vPtU[1]) ; clV.Set(vPtV[0], vPtV[1]) ; DistPointCurve dpcU( vPtU[2], clU, false) ; DistPointCurve dpcV( vPtV[2], clV, false) ; dpcU.GetDist( dDistU) ; dpcV.GetDist( dDistV) ; if ( dDistU > dDistV ) { bVert = true ; } else { bVert = false ; } } // diagonali //Point3d ptP00P11, ptP10P01, ptPSrf ; //ptP00P11 = ( ptP00 + ptP11) / 2 ; //ptP10P01 = ( ptP10 + ptP01) / 2 ; //double dU = ( m_mTree[nCToSplit].GetBottomLeft().x + m_mTree[nCToSplit].GetTopRight().x) / 2 ; //double dV = ( m_mTree[nCToSplit].GetBottomLeft().y + m_mTree[nCToSplit].GetTopRight().y) / 2 ; //m_pSrfBz->GetPointD1D2( dU, dV, ISurfBezier::FROM_MINUS, ISurfBezier::FROM_MINUS, ptPSrf) ; //if ( Dist( ptP00P11, ptPSrf) > Dist( ptP10P01, ptPSrf)) // bVert = false ; //else // bVert = true ; // verifico che la cella sia abbastanza grande da poter essere splittata double dSideMinVal = 0, dSideMaxVal = 0 ; if ( bVert) { if ( dLen0 != 0 && dLen2 != 0) dSideMinVal = min( dLen0, dLen2) ; else dSideMinVal = max( dLen0, dLen2) ; } else { if ( dLen1 != 0 && dLen3 != 0) dSideMinVal = min( dLen1, dLen3) ; else dSideMinVal = max( dLen1, dLen3) ; } // calcolo le diagonali per controllare la dimensione massima dei triangoli in cui dividerei la cella dSideMaxVal = max( Dist( ptP00, ptP11), Dist( ptP10, ptP01)) ; double dErr = 0 ; if ( m_bMulti ) { Point3d ptPSrf ; Plane3d plAppr ; plAppr.Set( ptP00, ( ptP00 - ptP01) ^ ( ptP00 - ptP10)) ; for ( double i = 0.25 ; i < 1 ; i = i + 0.25) { for ( double j = 0.25 ; j < 1 ; j = j + 0.25) { double dU = ( 1 - i) * m_mTree[nCToSplit].GetTopRight().x + i * m_mTree[nCToSplit].GetBottomLeft().x ; double dV = ( 1 - j) * m_mTree[nCToSplit].GetTopRight().y + j * m_mTree[nCToSplit].GetBottomLeft().y ; m_pSrfBz->GetPointD1D2( dU, dV, ISurfBezier::FROM_MINUS, ISurfBezier::FROM_MINUS, ptPSrf) ; dErr = max( abs( DistPointPlane( ptPSrf, plAppr)), dErr) ; } } } else { dErr = 1. / 4. * ( (ptP00 - ptP01) + (ptP11 - ptP10)).Len() ; } // se la cella è abbastanza grande da poter essere divisa ancora e devo approssimare meglio, la divido if ( dSideMinVal / 2 >= dSideMin && dSideMaxVal < dSideMax && dErr > dLinTol) { m_mTree[nCToSplit].SetSplitDirVert( bVert) ; // effettuo lo split Split( nCToSplit) ; // procedo con lo split del Child1 nCToSplit = m_mTree[nCToSplit].m_nChild1 ; } else { // sono arrivato ad una cella Leaf, quindi salvo la cella m_vnLeaves.push_back( nCToSplit) ; m_mTree[nCToSplit].Processed() ; // risalgo i parent finché non trovo il primo Child2 da processare nCToSplit = m_mTree[nCToSplit].m_nParent ; if ( m_mTree[m_mTree[nCToSplit].m_nChild1].IsProcessed() && m_mTree[m_mTree[nCToSplit].m_nChild2].IsProcessed()) m_mTree[nCToSplit].Processed() ; while ( m_mTree[m_mTree[nCToSplit].m_nChild2].IsProcessed()) { if ( m_mTree[nCToSplit].m_nParent != -2) nCToSplit = m_mTree[nCToSplit].m_nParent ; if ( m_mTree[m_mTree[nCToSplit].m_nChild1].IsProcessed() && m_mTree[m_mTree[nCToSplit].m_nChild2].IsProcessed()) m_mTree[nCToSplit].Processed() ; if ( nCToSplit == -1 && m_mTree[m_mTree[nCToSplit].m_nChild2].IsProcessed()) break ; } nCToSplit = m_mTree[nCToSplit].m_nChild2 ; } } } } // se la superficie è trimmata else { SurfFlatRegion sfrTrimReg ; } return true ; } //---------------------------------------------------------------------------- void Tree::Balance( INTVECTOR vCheck) { //for ( int i : vCheck ) { // // non ancora implementato // // rendo il tree balanced : ogni foglia deve avere una profondità di +- 1 rispetto alle foglie adiacenti. //} } //---------------------------------------------------------------------------- void Tree::GetTopNeigh( int nId, INTVECTOR& vTopNeighs) { if ( (int) vTopNeighs.size() == 0) { if ( m_mTree[nId].m_nTop == -2) return ; if ( m_mTree[m_mTree[nId].m_nTop].IsLeaf()) vTopNeighs.push_back( m_mTree[nId].m_nTop) ; else { if ( m_mTree[m_mTree[nId].m_nTop].IsSplitVert()) { // se la cella vicina è più piccola della cella indagata, allora entrambi i figli saranno vicini di quest'ultima if ( m_mTree[m_mTree[nId].m_nTop].GetTopRight().x - m_mTree[m_mTree[nId].m_nTop].GetBottomLeft().x <= m_mTree[nId].GetTopRight().x - m_mTree[nId].GetBottomLeft().x) { vTopNeighs.push_back( m_mTree[m_mTree[nId].m_nTop].m_nChild1) ; vTopNeighs.push_back( m_mTree[m_mTree[nId].m_nTop].m_nChild2) ; } // altrimenti solo uno dei figli lo sarà else{ if ( m_mTree[m_mTree[m_mTree[nId].m_nTop].m_nChild1].GetTopRight().x <= m_mTree[nId].GetBottomLeft().x || m_mTree[m_mTree[m_mTree[nId].m_nTop].m_nChild1].GetBottomLeft().x >= m_mTree[nId].GetTopRight().x ) vTopNeighs.push_back( m_mTree[m_mTree[nId].m_nTop].m_nChild2) ; else vTopNeighs.push_back( m_mTree[m_mTree[nId].m_nTop].m_nChild1) ; } } else { vTopNeighs.push_back( m_mTree[m_mTree[nId].m_nTop].m_nChild2) ; } } bool bAllLeaves = true ; for ( int i : vTopNeighs ) { if ( ! m_mTree[i].IsLeaf()) bAllLeaves = false ; } if ( ! bAllLeaves ) // almeno una cella tra i vicini trovati non è leaf quindi devo richiamare ricorsivamente questa funzione per trovare i suoi child GetTopNeigh( nId, vTopNeighs) ; } else { for ( int j = 0 ; j != (int) vTopNeighs.size() ; ++ j) { int i = vTopNeighs[j] ; if ( m_mTree[i].IsLeaf()) continue; else { // se la cella non è leaf la tolgo dal vettore delle foglie e aggiungo invece i suoi child vTopNeighs.erase( remove( vTopNeighs.begin(),vTopNeighs.end(),i)) ; -- j ; if ( m_mTree[i].IsSplitVert() ) { // se la cella è più piccola della cella indagata, allora entrambi i figli saranno vicini di quest'ultima if ( m_mTree[i].GetTopRight().x - m_mTree[i].GetBottomLeft().x <= m_mTree[nId].GetTopRight().x - m_mTree[nId].GetBottomLeft().x) { vTopNeighs.push_back( m_mTree[i].m_nChild1) ; vTopNeighs.push_back( m_mTree[i].m_nChild2) ; } // altrimenti solo uno dei figli lo sarà else { if ( m_mTree[m_mTree[i].m_nChild1].GetTopRight().x <= m_mTree[nId].GetBottomLeft().x || m_mTree[m_mTree[i].m_nChild1].GetBottomLeft().x >= m_mTree[nId].GetTopRight().x ) vTopNeighs.push_back( m_mTree[i].m_nChild2) ; else vTopNeighs.push_back( m_mTree[i].m_nChild1) ; } } else { vTopNeighs.push_back( m_mTree[i].m_nChild2) ; } } } } vector vCells ; for ( int k : vTopNeighs) vCells.push_back( m_mTree[k]) ; sort( vCells.begin(), vCells.end(), Cell::minorX ) ; vTopNeighs.clear() ; for ( Cell c : vCells) vTopNeighs.push_back( c.m_nId) ; } //---------------------------------------------------------------------------- void Tree::GetBottomNeigh( int nId, INTVECTOR& vBottomNeighs) { if ( (int) vBottomNeighs.size() == 0) { if ( m_mTree[nId].m_nBottom == -2) return ; if ( m_mTree[m_mTree[nId].m_nBottom].IsLeaf()) vBottomNeighs.push_back( m_mTree[nId].m_nBottom) ; else { if ( m_mTree[m_mTree[nId].m_nBottom].IsSplitVert()) { // se la cella vicina è più piccola della cella indagata, allora entrambi i figli saranno vicini di quest'ultima if ( m_mTree[m_mTree[nId].m_nBottom].GetTopRight().x - m_mTree[m_mTree[nId].m_nBottom].GetBottomLeft().x <= m_mTree[nId].GetTopRight().x - m_mTree[nId].GetBottomLeft().x) { vBottomNeighs.push_back( m_mTree[m_mTree[nId].m_nBottom].m_nChild1) ; vBottomNeighs.push_back( m_mTree[m_mTree[nId].m_nBottom].m_nChild2) ; } // altrimenti solo uno dei figli lo sarà else{ if ( m_mTree[m_mTree[m_mTree[nId].m_nBottom].m_nChild1].GetTopRight().x <= m_mTree[nId].GetBottomLeft().x || m_mTree[m_mTree[m_mTree[nId].m_nBottom].m_nChild1].GetBottomLeft().x >= m_mTree[nId].GetTopRight().x ) vBottomNeighs.push_back( m_mTree[m_mTree[nId].m_nBottom].m_nChild2) ; else vBottomNeighs.push_back( m_mTree[m_mTree[nId].m_nBottom].m_nChild1) ; } } else { vBottomNeighs.push_back( m_mTree[m_mTree[nId].m_nBottom].m_nChild1) ; } } bool bAllLeaves = true ; for ( int i : vBottomNeighs) { if ( ! m_mTree[i].IsLeaf()) bAllLeaves = false ; } if ( ! bAllLeaves ) // almeno una cella tra i vicini trovati non è leaf quindi devo richiamare ricorsivamente questa funzione per trovare i suoi child GetBottomNeigh( nId, vBottomNeighs) ; } else { for ( int j = 0 ; j != (int) vBottomNeighs.size() ; ++ j) { int i = vBottomNeighs[j] ; if ( m_mTree[i].IsLeaf()) continue; else { // se la cella non è leaf la tolgo dal vettore delle foglie e aggiungo invece i suoi child vBottomNeighs.erase( remove( vBottomNeighs.begin(),vBottomNeighs.end(),i)) ; -- j ; if ( m_mTree[i].IsSplitVert()) { // se la cella è più piccola della cella indagata, allora entrambi i figli saranno vicini di quest'ultima if ( m_mTree[i].GetTopRight().x - m_mTree[i].GetBottomLeft().x <= m_mTree[nId].GetTopRight().x - m_mTree[nId].GetBottomLeft().x) { vBottomNeighs.push_back( m_mTree[i].m_nChild1) ; vBottomNeighs.push_back( m_mTree[i].m_nChild2) ; } // altrimenti solo uno dei figli lo sarà else { if ( m_mTree[m_mTree[i].m_nChild1].GetTopRight().x <= m_mTree[nId].GetBottomLeft().x || m_mTree[m_mTree[i].m_nChild1].GetBottomLeft().x >= m_mTree[nId].GetTopRight().x) vBottomNeighs.push_back( m_mTree[i].m_nChild2) ; else vBottomNeighs.push_back( m_mTree[i].m_nChild1) ; } } else { vBottomNeighs.push_back( m_mTree[i].m_nChild1) ; } } } } vector vCells ; for ( int k : vBottomNeighs) vCells.push_back( m_mTree[k]) ; sort( vCells.begin(), vCells.end(), Cell::minorX) ; vBottomNeighs.clear() ; for ( Cell c : vCells) vBottomNeighs.push_back( c.m_nId) ; } //---------------------------------------------------------------------------- void Tree::GetLeftNeigh( int nId, INTVECTOR& vLeftNeighs) { if ( (int) vLeftNeighs.size() == 0) { if ( m_mTree[nId].m_nLeft == -2) return ; if ( m_mTree[m_mTree[nId].m_nLeft].IsLeaf()) vLeftNeighs.push_back( m_mTree[nId].m_nLeft) ; else { if ( ! m_mTree[m_mTree[nId].m_nLeft].IsSplitVert()) { // se la cella vicina è più piccola della cella indagata, allora entrambi i figli saranno vicini di quest'ultima if ( m_mTree[m_mTree[nId].m_nLeft].GetTopRight().y - m_mTree[m_mTree[nId].m_nLeft].GetBottomLeft().y <= m_mTree[nId].GetTopRight().y - m_mTree[nId].GetBottomLeft().y) { vLeftNeighs.push_back( m_mTree[m_mTree[nId].m_nLeft].m_nChild1) ; vLeftNeighs.push_back( m_mTree[m_mTree[nId].m_nLeft].m_nChild2) ; } // altrimenti solo uno dei figli lo sarà else{ if ( m_mTree[m_mTree[m_mTree[nId].m_nLeft].m_nChild1].GetTopRight().y <= m_mTree[nId].GetBottomLeft().y || m_mTree[m_mTree[m_mTree[nId].m_nLeft].m_nChild1].GetBottomLeft().y >= m_mTree[nId].GetTopRight().y) vLeftNeighs.push_back( m_mTree[m_mTree[nId].m_nLeft].m_nChild2) ; else vLeftNeighs.push_back( m_mTree[m_mTree[nId].m_nLeft].m_nChild1) ; } } else { vLeftNeighs.push_back( m_mTree[m_mTree[nId].m_nLeft].m_nChild2) ; } } bool bAllLeaves = true ; for ( int i : vLeftNeighs) { if ( ! m_mTree[i].IsLeaf()) bAllLeaves = false ; } if ( ! bAllLeaves ) // almeno una cella tra i vicini trovati non è leaf quindi devo richiamare ricorsivamente questa funzione per trovare i suoi child GetLeftNeigh( nId, vLeftNeighs) ; } else { for ( int j = 0 ; j != (int) vLeftNeighs.size() ; ++ j) { int i = vLeftNeighs[j] ; if ( m_mTree[i].IsLeaf()) continue; else { // se la cella non è leaf la tolgo dal vettore delle foglie e aggiungo invece i suoi child vLeftNeighs.erase( remove( vLeftNeighs.begin(),vLeftNeighs.end(),i)) ; -- j ; if ( ! m_mTree[i].IsSplitVert()) { // se la cella è più piccola della cella indagata, allora entrambi i figli saranno vicini di quest'ultima if ( m_mTree[i].GetTopRight().y - m_mTree[i].GetBottomLeft().y <= m_mTree[nId].GetTopRight().y - m_mTree[nId].GetBottomLeft().y) { vLeftNeighs.push_back( m_mTree[i].m_nChild1) ; vLeftNeighs.push_back( m_mTree[i].m_nChild2) ; } // altrimenti solo uno dei figli lo sarà else { if ( m_mTree[m_mTree[i].m_nChild1].GetTopRight().y <= m_mTree[nId].GetBottomLeft().y || m_mTree[m_mTree[i].m_nChild1].GetBottomLeft().y >= m_mTree[nId].GetTopRight().y) vLeftNeighs.push_back( m_mTree[i].m_nChild2) ; else vLeftNeighs.push_back( m_mTree[i].m_nChild1) ; } } else { vLeftNeighs.push_back( m_mTree[i].m_nChild2) ; } } } } vector vCells ; for ( int k : vLeftNeighs) vCells.push_back( m_mTree[k]) ; sort( vCells.begin(), vCells.end(), Cell::minorY) ; vLeftNeighs.clear() ; for ( Cell c : vCells) vLeftNeighs.push_back( c.m_nId) ; } //---------------------------------------------------------------------------- void Tree::GetRightNeigh( int nId, INTVECTOR& vRightNeighs) { if ( (int) vRightNeighs.size() == 0) { if ( m_mTree[nId].m_nRight == -2) return ; if ( m_mTree[m_mTree[nId].m_nRight].IsLeaf()) vRightNeighs.push_back( m_mTree[nId].m_nRight) ; else { if ( ! m_mTree[m_mTree[nId].m_nRight].IsSplitVert()) { // se la cella vicina è più piccola della cella indagata, allora entrambi i figli saranno vicini di quest'ultima if ( m_mTree[m_mTree[nId].m_nRight].GetTopRight().y - m_mTree[m_mTree[nId].m_nRight].GetBottomLeft().y <= m_mTree[nId].GetTopRight().y - m_mTree[nId].GetBottomLeft().y) { vRightNeighs.push_back( m_mTree[m_mTree[nId].m_nRight].m_nChild1) ; vRightNeighs.push_back( m_mTree[m_mTree[nId].m_nRight].m_nChild2) ; } // altrimenti solo uno dei figli lo sarà else{ if ( m_mTree[m_mTree[m_mTree[nId].m_nRight].m_nChild1].GetTopRight().y <= m_mTree[nId].GetBottomLeft().y || m_mTree[m_mTree[m_mTree[nId].m_nRight].m_nChild1].GetBottomLeft().y >= m_mTree[nId].GetTopRight().y) vRightNeighs.push_back( m_mTree[m_mTree[nId].m_nRight].m_nChild2) ; else vRightNeighs.push_back( m_mTree[m_mTree[nId].m_nRight].m_nChild1) ; } } else { vRightNeighs.push_back( m_mTree[m_mTree[nId].m_nRight].m_nChild1) ; } } bool bAllLeaves = true ; for ( int i : vRightNeighs) { if ( ! m_mTree[i].IsLeaf()) bAllLeaves = false ; } if ( ! bAllLeaves ) // almeno una cella tra i vicini trovati non è leaf quindi devo richiamare ricorsivamente questa funzione per trovare i suoi child GetRightNeigh( nId, vRightNeighs) ; } else { for ( int j = 0 ; j != (int) vRightNeighs.size() ; ++ j) { int i = vRightNeighs[j] ; if ( m_mTree[i].IsLeaf()) continue; else { // se la cella non è leaf la tolgo dal vettore delle foglie e aggiungo invece i suoi child vRightNeighs.erase( remove( vRightNeighs.begin(),vRightNeighs.end(), i)) ; -- j ; if ( ! m_mTree[i].IsSplitVert()) { // se la cella è più piccola della cella indagata, allora entrambi i figli saranno vicini di quest'ultima if ( m_mTree[i].GetTopRight().y - m_mTree[i].GetBottomLeft().y <= m_mTree[nId].GetTopRight().y - m_mTree[nId].GetBottomLeft().y) { vRightNeighs.push_back( m_mTree[i].m_nChild1) ; vRightNeighs.push_back( m_mTree[i].m_nChild2) ; } // altrimenti solo uno dei figli lo sarà else { if ( m_mTree[m_mTree[i].m_nChild1].GetTopRight().y <= m_mTree[nId].GetBottomLeft().y || m_mTree[m_mTree[i].m_nChild1].GetBottomLeft().y >= m_mTree[nId].GetTopRight().y) vRightNeighs.push_back( m_mTree[i].m_nChild2) ; else vRightNeighs.push_back( m_mTree[i].m_nChild1) ; } } else { vRightNeighs.push_back( m_mTree[i].m_nChild1) ; } } } } vector vCells ; for ( int k : vRightNeighs) vCells.push_back( m_mTree[k]) ; sort( vCells.begin(), vCells.end(), Cell::minorY) ; vRightNeighs.clear() ; for ( Cell c : vCells) vRightNeighs.push_back( c.m_nId) ; } //---------------------------------------------------------------------------- int Tree::GetHeightLeaves( int nId, INTVECTOR& vnLeaves, int d) { if ( (int) vnLeaves.size() == 0) { if ( m_mTree[nId].IsLeaf()) return d ; else { vnLeaves.push_back( m_mTree[nId].m_nChild1) ; vnLeaves.push_back( m_mTree[nId].m_nChild2) ; if ( ! m_mTree[m_mTree[nId].m_nChild1].IsLeaf() || ! m_mTree[m_mTree[nId].m_nChild2].IsLeaf()) // almeno un child non è leaf quindi devo richiamare ricorsivamente questa funzione sui child in questione d = GetHeightLeaves( nId, vnLeaves, m_mTree[m_mTree[nId].m_nChild1].m_nDepth) ; } } else { for ( int j = 0 ; j != (int) vnLeaves.size() ; ++ j) { int i = vnLeaves[j] ; if ( m_mTree[i].IsLeaf() ) { continue ; } else { // se la cella non è leaf la tolgo dal vettore delle foglie e aggiungo invece i suoi child vnLeaves.erase( remove( vnLeaves.begin(),vnLeaves.end(),i)) ; -- j ; vnLeaves.push_back( m_mTree[i].m_nChild1) ; vnLeaves.push_back( m_mTree[i].m_nChild2) ; d = max ( d, m_mTree[m_mTree[i].m_nChild1].m_nDepth) ; } } return d ; } return d - m_mTree[nId].m_nDepth ; } //---------------------------------------------------------------------------- int Tree::GetDepth( int nId, int nRef = -2) { int c = 0 ; while ( m_mTree[nId].m_nParent != nRef) { nId = m_mTree[nId].m_nParent ; ++ c ; } return c ; } //---------------------------------------------------------------------------- bool Tree::GetPolygons( POLYLINEVECTOR& vPolygons) { if ( m_vPolygons.empty()) { PNTVECTOR vVertices ; INTVECTOR vNeigh ; bool bBottomRight , bTopLeft ; // scorro lungo tutte le celle leaves ( dell'albero bilanciato) e oltre agli angoli della cella aggiungo alla polyline anche i vertici sui lati for ( int nId : m_vnLeaves) { vVertices.clear() ; vNeigh.clear() ; vVertices.push_back( m_mTree[nId].GetBottomLeft()) ; GetBottomNeigh( nId, vNeigh) ; // aggiungo i vertici che sono sul lato bottom, solo se ho più di un vicino bottom if ( (int) vNeigh.size() != 0 && (int) vNeigh.size() != 1){ for ( int j : vNeigh ) vVertices.push_back( m_mTree[j].GetTopRight()) ; bBottomRight = true ; } else bBottomRight = false ; vNeigh.clear() ; GetRightNeigh ( nId, vNeigh) ; // aggiungo i vertici che sono sul lato right, solo se ho più di un vicino right if ( (int) vNeigh.size() != 0 && (int) vNeigh.size() != 1){ for ( int j : vNeigh ) vVertices.push_back( m_mTree[j].GetBottomLeft()) ; } // se non l'ho già aggiunto tramite i vicini bottom aggiungo il punto bottom right else if ( ! bBottomRight ) { Point3d ptBr( m_mTree[nId].GetTopRight().x, m_mTree[nId].GetBottomLeft().y) ; vVertices.push_back( ptBr) ; } vNeigh.clear() ; vVertices.push_back( m_mTree[nId].GetTopRight()) ; GetTopNeigh ( nId, vNeigh) ; reverse( vNeigh.begin(), vNeigh.end()) ; // aggiungo i vertici che sono sul lato top, solo se ho più di un vicino top if ( (int) vNeigh.size() != 0 && (int) vNeigh.size() != 1) { for ( int j : vNeigh) vVertices.push_back( m_mTree[j].GetBottomLeft()) ; bTopLeft = true ; } else bTopLeft = false ; vNeigh.clear() ; GetLeftNeigh ( nId, vNeigh) ; reverse( vNeigh.begin(), vNeigh.end()) ; // aggiungo i vertici che sono sul lato left, solo se ho più di un vicino left if ( (int) vNeigh.size() != 0 && (int) vNeigh.size() != 1) { for ( int j : vNeigh) vVertices.push_back( m_mTree[j].GetTopRight()) ; } // se non l'ho già aggiunto tramite i vicini top aggiungo il punto top left else if ( ! bTopLeft) { Point3d ptTl( m_mTree[nId].GetBottomLeft().x, m_mTree[nId].GetTopRight().y) ; vVertices.push_back( ptTl) ; } vNeigh.clear() ; vVertices.push_back( m_mTree[nId].GetBottomLeft()) ; // se ho una cella con vicino dello stesso grado ( quindi il poligono ha solo 5 punti) controllo la curvatura nella cella e // se necessario cambio l'ordine dei vertici per scegliere la diagonale di split migliore if ( vVertices.size() == 5) { Point3d ptPSrf, ptP00, ptP10, ptP11, ptP01; double dU, dV ; dU = ( m_mTree[nId].GetBottomLeft().x + m_mTree[nId].GetTopRight().x) / 2 ; dV = ( m_mTree[nId].GetBottomLeft().y + m_mTree[nId].GetTopRight().y) / 2 ; m_pSrfBz->GetPointD1D2( dU, dV, ISurfBezier::FROM_MINUS, ISurfBezier::FROM_MINUS, ptPSrf) ; ptP00 = m_mVert[nId][0] ; ptP10 = m_mVert[nId][1] ; ptP11 = m_mVert[nId][2] ; ptP01 = m_mVert[nId][3] ; Point3d ptP00P11 = ( ptP00 + ptP11) / 2 ; Point3d ptP10P01 = ( ptP10 + ptP01) / 2 ; // ho la curvatura maggiore sulla diagonale tra P10 e P01, ruoto l'ordine dei vertici, in modo che triangulate prenda la diagonale giusta if ( Dist(ptP00P11, ptPSrf) + EPS_SMALL > Dist(ptP10P01, ptPSrf)) { rotate(vVertices.begin(), vVertices.begin() + 1,vVertices.end()) ; vVertices.back() = vVertices[0] ; } } m_vPolygons.emplace_back() ; for ( int i = 0 ; i < (int) vVertices.size() ; ++i) { m_vPolygons.back().AddUPoint( i, vVertices[i]) ; } } } // restituisco i poligoni delle celle del tree nello spazio parametrico vPolygons = m_vPolygons ; return true ; }