blender/extern/mantaflow/preprocessed/edgecollapse.cpp

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// DO NOT EDIT !
// This file is generated using the MantaFlow preprocessor (prep generate).
/******************************************************************************
*
* MantaFlow fluid solver framework
* Copyright 2011 Tobias Pfaff, Nils Thuerey
*
* This program is free software, distributed under the terms of the
* Apache License, Version 2.0
* http://www.apache.org/licenses/LICENSE-2.0
*
* Mesh edge collapse and subdivision
*
******************************************************************************/
/******************************************************************************/
// Copyright note:
//
// These functions (C) Chris Wojtan
// Long-term goal is to unify with his split&merge codebase
//
/******************************************************************************/
#include "edgecollapse.h"
#include <queue>
using namespace std;
namespace Manta {
// 8-point butterfly subdivision scheme (as described by Brochu&Bridson 2009)
Vec3 ButterflySubdivision(Mesh &m, const Corner &ca, const Corner &cb)
{
Vec3 p = m.nodes(m.corners(ca.prev).node).pos + m.nodes(m.corners(ca.next).node).pos;
Vec3 q = m.nodes(ca.node).pos + m.nodes(cb.node).pos;
Vec3 r = m.nodes(m.corners(m.corners(ca.next).opposite).node).pos +
m.nodes(m.corners(m.corners(ca.prev).opposite).node).pos +
m.nodes(m.corners(m.corners(cb.next).opposite).node).pos +
m.nodes(m.corners(m.corners(cb.prev).opposite).node).pos;
return (8 * p + 2 * q - r) / 16.0;
}
// Modified Butterfly Subdivision Scheme from:
// Interpolating Subdivision for Meshes with Arbitrary Topology
// Denis Zorin, Peter Schroder, and Wim Sweldens
// input the Corner that satisfies the following:
// c.prev.node is the extraordinary vertex,
// and c.next.node is the other vertex involved in the subdivision
Vec3 OneSidedButterflySubdivision(Mesh &m, const int valence, const Corner &c)
{
Vec3 out;
Vec3 p0 = m.nodes(m.corners(c.prev).node).pos;
Vec3 p1 = m.nodes(m.corners(c.next).node).pos;
if (valence == 3) {
Vec3 p2 = m.nodes(c.node).pos;
Vec3 p3 = m.nodes(m.corners(m.corners(c.next).opposite).node).pos;
out = (5.0 / 12.0) * p1 - (1.0 / 12.0) * (p2 + p3) + 0.75 * p0;
}
else if (valence == 4) {
Vec3 p2 = m.nodes(m.corners(m.corners(c.next).opposite).node).pos;
out = 0.375 * p1 - 0.125 * p2 + 0.75 * p0;
}
else {
// rotate around extraordinary vertex,
// calculate subdivision weights,
// and interpolate vertex position
double rv = 1.0 / (double)valence;
out = 0.0;
int current = c.prev;
for (int j = 0; j < valence; j++) {
double s = (0.25 + cos(2 * M_PI * j * rv) + 0.5 * cos(4 * M_PI * j * rv)) * rv;
Vec3 p = m.nodes(m.corners(m.corners(current).prev).node).pos;
out += s * p;
current = m.corners(m.corners(m.corners(current).next).opposite).next;
}
out += 0.75 * m.nodes(m.corners(c.prev).node).pos;
}
return out;
}
// Modified Butterfly Subdivision Scheme from:
// Interpolating Subdivision for Meshes with Arbitrary Topology
// Denis Zorin, Peter Schroder, and Wim Sweldens
Vec3 ModifiedButterflySubdivision(Mesh &m,
const Corner &ca,
const Corner &cb,
const Vec3 &fallback)
{
// calculate the valence of the two parent vertices
int start = ca.prev;
int current = start;
int valenceA = 0;
do {
valenceA++;
int op = m.corners(m.corners(current).next).opposite;
if (op < 0)
return fallback;
current = m.corners(op).next;
} while (current != start);
start = ca.next;
current = start;
int valenceB = 0;
do {
valenceB++;
int op = m.corners(m.corners(current).next).opposite;
if (op < 0)
return fallback;
current = m.corners(op).next;
} while (current != start);
// if both vertices have valence 6, use butterfly subdivision
if (valenceA == 6 && valenceB == 6) {
return ButterflySubdivision(m, ca, cb);
}
else if (valenceA == 6) // use a one-sided scheme
{
return OneSidedButterflySubdivision(m, valenceB, cb);
}
else if (valenceB == 6) // use a one-sided scheme
{
return OneSidedButterflySubdivision(m, valenceA, ca);
}
else // average the results from two one-sided schemes
{
return 0.5 * (OneSidedButterflySubdivision(m, valenceA, ca) +
OneSidedButterflySubdivision(m, valenceB, cb));
}
}
bool gAbort = false;
// collapse an edge on triangle "trinum".
// "which" is 0,1, or 2,
// where which==0 is the triangle edge from p0 to p1,
// which==1 is the triangle edge from p1 to p2,
// and which==2 is the triangle edge from p2 to p0,
void CollapseEdge(Mesh &m,
const int trinum,
const int which,
const Vec3 &edgevect,
const Vec3 &endpoint,
vector<int> &deletedNodes,
std::map<int, bool> &taintedTris,
int &numCollapses,
bool doTubeCutting)
{
if (gAbort)
return;
// I wanted to draw a pretty picture of an edge collapse,
// but I don't know how to make wacky angled lines in ASCII.
// Instead, I will show the before case and tell you what needs to be done.
// BEFORE:
// *
// / \.
// /C0 \.
// / \.
// / \.
// / B \.
// / \.
// /C1 C2 \.
// P0 *---------------* P1
// \C2 C1 /
// \ /
// \ A /
// \ /
// \ /
// \C0 /
// \ /
// *
//
// We are going to collapse the edge between P0 and P1
// by deleting P1,
// and taking all references to P1,
// and rerouting them to P0 instead
//
// What we need to do:
// Move position of P0
// Preserve connectivity in both triangles:
// (C1.opposite).opposite = C2.o
// (C2.opposite).opposite = C1.o
// Delete references to Corners of deleted triangles in both P0 and P1's Corner list
// Reassign references to P1:
// loop through P1 triangles:
// rename P1 references to P0 in p lists.
// rename Corner.v references
// Copy P1's list of Corners over to P0's list of Corners
// Delete P1
Corner ca_old[3], cb_old[3];
ca_old[0] = m.corners(trinum, which);
ca_old[1] = m.corners(ca_old[0].next);
ca_old[2] = m.corners(ca_old[0].prev);
bool haveB = false;
if (ca_old[0].opposite >= 0) {
cb_old[0] = m.corners(ca_old[0].opposite);
cb_old[1] = m.corners(cb_old[0].next);
cb_old[2] = m.corners(cb_old[0].prev);
haveB = true;
}
if (!haveB) {
// for now, don't collapse
return;
}
int P0 = ca_old[2].node;
int P1 = ca_old[1].node;
///////////////
// avoid creating nonmanifold edges
bool nonmanifold = false;
bool nonmanifold2 = false;
set<int> &ring0 = m.get1Ring(P0).nodes;
set<int> &ring1 = m.get1Ring(P1).nodes;
// check for intersections of the 1-rings of P0,P1
int cl = 0, commonVert = -1;
for (set<int>::iterator it = ring1.begin(); it != ring1.end(); ++it)
if (ring0.find(*it) != ring0.end()) {
cl++;
if (*it != ca_old[0].node && *it != cb_old[0].node)
commonVert = *it;
}
nonmanifold = cl > 2;
nonmanifold2 = cl > 3;
if (nonmanifold && ca_old[1].opposite >= 0 && cb_old[1].opposite >= 0 &&
ca_old[2].opposite >= 0 &&
cb_old[2].opposite >= 0) // collapsing this edge would create a non-manifold edge
{
if (nonmanifold2)
return;
bool topTet = false;
bool botTet = false;
// check if collapsing this edge will collapse a tet.
if (m.corners(ca_old[1].opposite).node == m.corners(ca_old[2].opposite).node)
botTet = true;
if (m.corners(cb_old[1].opposite).node == m.corners(cb_old[2].opposite).node)
topTet = true;
if (topTet ^ botTet) {
// safe pyramid case.
// collapse the whole tet!
// First collapse the top of the pyramid,
// then carry on collapsing the original verts.
Corner cc_old[3], cd_old[3];
if (botTet)
cc_old[0] = m.corners(ca_old[1].opposite);
else // topTet
cc_old[0] = cb_old[2];
cc_old[1] = m.corners(cc_old[0].next);
cc_old[2] = m.corners(cc_old[0].prev);
if (cc_old[0].opposite < 0)
return;
cd_old[0] = m.corners(cc_old[0].opposite);
cd_old[1] = m.corners(cd_old[0].next);
cd_old[2] = m.corners(cd_old[0].prev);
int P2 = cc_old[2].node;
int P3 = cc_old[1].node;
// update tri props of all adjacent triangles of P0,P1 (do before CT updates!)
for (int i = 0; i < m.numTriChannels(); i++) {
}; // TODO: handleTriPropertyEdgeCollapse(trinum, P2,P3, cc_old[0], cd_old[0]);
m.mergeNode(P2, P3);
// Preserve connectivity in both triangles
if (cc_old[1].opposite >= 0)
m.corners(cc_old[1].opposite).opposite = cc_old[2].opposite;
if (cc_old[2].opposite >= 0)
m.corners(cc_old[2].opposite).opposite = cc_old[1].opposite;
if (cd_old[1].opposite >= 0)
m.corners(cd_old[1].opposite).opposite = cd_old[2].opposite;
if (cd_old[2].opposite >= 0)
m.corners(cd_old[2].opposite).opposite = cd_old[1].opposite;
////////////////////
// mark the two triangles and the one node for deletion
int tmpTrinum = cc_old[0].tri;
int tmpOthertri = cd_old[0].tri;
m.removeTriFromLookup(tmpTrinum);
m.removeTriFromLookup(tmpOthertri);
taintedTris[tmpTrinum] = true;
taintedTris[tmpOthertri] = true;
deletedNodes.push_back(P3);
numCollapses++;
// recompute Corners for triangles A and B
if (botTet)
ca_old[0] = m.corners(ca_old[2].opposite);
else
ca_old[0] = m.corners(ca_old[1].prev);
ca_old[1] = m.corners(ca_old[0].next);
ca_old[2] = m.corners(ca_old[0].prev);
cb_old[0] = m.corners(ca_old[0].opposite);
cb_old[1] = m.corners(cb_old[0].next);
cb_old[2] = m.corners(cb_old[0].prev);
///////////////
// avoid creating nonmanifold edges... again
ring0 = m.get1Ring(ca_old[2].node).nodes;
ring1 = m.get1Ring(ca_old[1].node).nodes;
// check for intersections of the 1-rings of P0,P1
cl = 0;
for (set<int>::iterator it = ring1.begin(); it != ring1.end(); ++it)
if (*it != ca_old[0].node && ring0.find(*it) != ring0.end())
cl++;
if (cl > 2) { // nonmanifold
// this can happen if collapsing the first tet leads to another similar collapse that
// requires the collapse of a tet. for now, just move on and pick this up later.
// if the original component was very small, this first collapse could have led to a tiny
// piece of nonmanifold geometry. in this case, just delete everything that remains.
if (m.corners(ca_old[0].opposite).tri == cb_old[0].tri &&
m.corners(ca_old[1].opposite).tri == cb_old[0].tri &&
m.corners(ca_old[2].opposite).tri == cb_old[0].tri) {
taintedTris[ca_old[0].tri] = true;
taintedTris[cb_old[0].tri] = true;
m.removeTriFromLookup(ca_old[0].tri);
m.removeTriFromLookup(cb_old[0].tri);
deletedNodes.push_back(ca_old[0].node);
deletedNodes.push_back(ca_old[1].node);
deletedNodes.push_back(ca_old[2].node);
}
return;
}
}
else if (topTet && botTet && ca_old[1].opposite >= 0 && ca_old[2].opposite >= 0 &&
cb_old[1].opposite >= 0 && cb_old[2].opposite >= 0) {
if (!(m.corners(ca_old[1].opposite).node == m.corners(ca_old[2].opposite).node &&
m.corners(cb_old[1].opposite).node == m.corners(cb_old[2].opposite).node &&
(m.corners(ca_old[1].opposite).node == m.corners(cb_old[1].opposite).node ||
(m.corners(ca_old[1].opposite).node == cb_old[0].node &&
m.corners(cb_old[1].opposite).node == ca_old[0].node)))) {
// just collapse one for now.
// collapse the whole tet!
// First collapse the top of the pyramid,
// then carry on collapsing the original verts.
Corner cc_old[3], cd_old[3];
// collapse top
{
cc_old[0] = m.corners(ca_old[1].opposite);
cc_old[1] = m.corners(cc_old[0].next);
cc_old[2] = m.corners(cc_old[0].prev);
if (cc_old[0].opposite < 0)
return;
cd_old[0] = m.corners(cc_old[0].opposite);
cd_old[1] = m.corners(cd_old[0].next);
cd_old[2] = m.corners(cd_old[0].prev);
int P2 = cc_old[2].node;
int P3 = cc_old[1].node;
// update tri props of all adjacent triangles of P0,P1 (do before CT updates!)
// TODO: handleTriPropertyEdgeCollapse(trinum, P2,P3, cc_old[0], cd_old[0]);
m.mergeNode(P2, P3);
// Preserve connectivity in both triangles
if (cc_old[1].opposite >= 0)
m.corners(cc_old[1].opposite).opposite = cc_old[2].opposite;
if (cc_old[2].opposite >= 0)
m.corners(cc_old[2].opposite).opposite = cc_old[1].opposite;
if (cd_old[1].opposite >= 0)
m.corners(cd_old[1].opposite).opposite = cd_old[2].opposite;
if (cd_old[2].opposite >= 0)
m.corners(cd_old[2].opposite).opposite = cd_old[1].opposite;
////////////////////
// mark the two triangles and the one node for deletion
int tmpTrinum = cc_old[0].tri;
int tmpOthertri = cd_old[0].tri;
taintedTris[tmpTrinum] = true;
taintedTris[tmpOthertri] = true;
m.removeTriFromLookup(tmpTrinum);
m.removeTriFromLookup(tmpOthertri);
deletedNodes.push_back(P3);
numCollapses++;
}
// then collapse bottom
{
// cc_old[0] = [ca_old[1].opposite;
cc_old[0] = cb_old[2];
cc_old[1] = m.corners(cc_old[0].next);
cc_old[2] = m.corners(cc_old[0].prev);
if (cc_old[0].opposite < 0)
return;
cd_old[0] = m.corners(cc_old[0].opposite);
cd_old[1] = m.corners(cd_old[0].next);
cd_old[2] = m.corners(cd_old[0].prev);
int P2 = cc_old[2].node;
int P3 = cc_old[1].node;
// update tri props of all adjacent triangles of P0,P1 (do before CT updates!)
// TODO: handleTriPropertyEdgeCollapse(trinum, P2,P3, cc_old[0], cd_old[0]);
m.mergeNode(P2, P3);
// Preserve connectivity in both triangles
if (cc_old[1].opposite >= 0)
m.corners(cc_old[1].opposite).opposite = cc_old[2].opposite;
if (cc_old[2].opposite >= 0)
m.corners(cc_old[2].opposite).opposite = cc_old[1].opposite;
if (cd_old[1].opposite >= 0)
m.corners(cd_old[1].opposite).opposite = cd_old[2].opposite;
if (cd_old[2].opposite >= 0)
m.corners(cd_old[2].opposite).opposite = cd_old[1].opposite;
////////////////////
// mark the two triangles and the one node for deletion
int tmpTrinum = cc_old[0].tri;
int tmpOthertri = cd_old[0].tri;
taintedTris[tmpTrinum] = true;
taintedTris[tmpOthertri] = true;
deletedNodes.push_back(P3);
numCollapses++;
}
// Though we've collapsed a lot of stuff, we still haven't collapsed the original edge.
// At this point we still haven't guaranteed that this original collapse weill be safe.
// quit for now, and we'll catch the remaining short edges the next time this function is
// called.
return;
}
}
else if (doTubeCutting) {
// tube case
// cout<<"CollapseEdge:tube case" << endl;
// find the edges that touch the common vert
int P2 = commonVert;
int P1P2 = -1, P2P1, P2P0 = -1, P0P2 = -1; // corners across from the cutting seam
int start = ca_old[0].next;
int end = cb_old[0].prev;
int current = start;
do {
// rotate around vertex P1 counter-clockwise
int op = m.corners(m.corners(current).next).opposite;
if (op < 0)
errMsg("tube cutting failed, no opposite");
current = m.corners(op).next;
if (m.corners(m.corners(current).prev).node == commonVert)
P1P2 = m.corners(current).next;
} while (current != end);
start = ca_old[0].prev;
end = cb_old[0].next;
current = start;
do {
// rotate around vertex P0 clockwise
int op = m.corners(m.corners(current).prev).opposite;
if (op < 0)
errMsg("tube cutting failed, no opposite");
current = m.corners(op).prev;
if (m.corners(m.corners(current).next).node == commonVert)
P2P0 = m.corners(current).prev;
} while (current != end);
if (P1P2 < 0 || P2P0 < 0)
errMsg("tube cutting failed, ill geometry");
P2P1 = m.corners(P1P2).opposite;
P0P2 = m.corners(P2P0).opposite;
// duplicate vertices on the top half of the cut,
// and use them to split the tube at this seam
int P0b = m.addNode(Node(m.nodes(P0).pos));
int P1b = m.addNode(Node(m.nodes(P1).pos));
int P2b = m.addNode(Node(m.nodes(P2).pos));
for (int i = 0; i < m.numNodeChannels(); i++) {
m.nodeChannel(i)->addInterpol(P0, P0, 0.5);
m.nodeChannel(i)->addInterpol(P1, P1, 0.5);
m.nodeChannel(i)->addInterpol(P2, P2, 0.5);
}
// offset the verts in the normal directions to avoid self intersections
Vec3 offsetVec = cross(m.nodes(P1).pos - m.nodes(P0).pos, m.nodes(P2).pos - m.nodes(P0).pos);
normalize(offsetVec);
offsetVec *= 0.01; // HACK:
m.nodes(P0).pos -= offsetVec;
m.nodes(P1).pos -= offsetVec;
m.nodes(P2).pos -= offsetVec;
m.nodes(P0b).pos += offsetVec;
m.nodes(P1b).pos += offsetVec;
m.nodes(P2b).pos += offsetVec;
// create a list of all triangles which touch P0, P1, and P2 from the top,
map<int, bool> topTris;
start = cb_old[0].next;
end = m.corners(P0P2).prev;
current = start;
topTris[start / 3] = true;
do {
// rotate around vertex P0 counter-clockwise
current = m.corners(m.corners(m.corners(current).next).opposite).next;
topTris[current / 3] = true;
} while (current != end);
start = m.corners(P0P2).next;
end = m.corners(P2P1).prev;
current = start;
topTris[start / 3] = true;
do {
// rotate around vertex P0 counter-clockwise
current = m.corners(m.corners(m.corners(current).next).opposite).next;
topTris[current / 3] = true;
} while (current != end);
start = m.corners(P2P1).next;
end = cb_old[0].prev;
current = start;
topTris[start / 3] = true;
do {
// rotate around vertex P0 counter-clockwise
current = m.corners(m.corners(m.corners(current).next).opposite).next;
topTris[current / 3] = true;
} while (current != end);
// create two new triangles,
int Ta = m.addTri(Triangle(P0, P1, P2));
int Tb = m.addTri(Triangle(P1b, P0b, P2b));
for (int i = 0; i < m.numTriChannels(); i++) {
m.triChannel(i)->addNew();
m.triChannel(i)->addNew();
}
// sew the tris to close the cut on each side
for (int c = 0; c < 3; c++)
m.addCorner(Corner(Ta, m.tris(Ta).c[c]));
for (int c = 0; c < 3; c++)
m.addCorner(Corner(Tb, m.tris(Tb).c[c]));
for (int c = 0; c < 3; c++) {
m.corners(Ta, c).next = 3 * Ta + ((c + 1) % 3);
m.corners(Ta, c).prev = 3 * Ta + ((c + 2) % 3);
m.corners(Tb, c).next = 3 * Tb + ((c + 1) % 3);
m.corners(Tb, c).prev = 3 * Tb + ((c + 2) % 3);
}
m.corners(Ta, 0).opposite = P1P2;
m.corners(Ta, 1).opposite = P2P0;
m.corners(Ta, 2).opposite = ca_old[1].prev;
m.corners(Tb, 0).opposite = P0P2;
m.corners(Tb, 1).opposite = P2P1;
m.corners(Tb, 2).opposite = cb_old[1].prev;
for (int c = 0; c < 3; c++) {
m.corners(m.corners(Ta, c).opposite).opposite = 3 * Ta + c;
m.corners(m.corners(Tb, c).opposite).opposite = 3 * Tb + c;
}
// replace P0,P1,P2 on the top with P0b,P1b,P2b.
for (map<int, bool>::iterator tti = topTris.begin(); tti != topTris.end(); tti++) {
// cout << "H " << tti->first << " : " << m.tris(tti->first).c[0] << " " <<
// m.tris(tti->first).c[1] << " " << m.tris(tti->first).c[2] << " " << endl;
for (int i = 0; i < 3; i++) {
int cn = m.tris(tti->first).c[i];
set<int> &ring = m.get1Ring(cn).nodes;
if (ring.find(P0) != ring.end() && cn != P0 && cn != P1 && cn != P2 && cn != P0b &&
cn != P1b && cn != P2b) {
ring.erase(P0);
ring.insert(P0b);
m.get1Ring(P0).nodes.erase(cn);
m.get1Ring(P0b).nodes.insert(cn);
}
if (ring.find(P1) != ring.end() && cn != P0 && cn != P1 && cn != P2 && cn != P0b &&
cn != P1b && cn != P2b) {
ring.erase(P1);
ring.insert(P1b);
m.get1Ring(P1).nodes.erase(cn);
m.get1Ring(P1b).nodes.insert(cn);
}
if (ring.find(P2) != ring.end() && cn != P0 && cn != P1 && cn != P2 && cn != P0b &&
cn != P1b && cn != P2b) {
ring.erase(P2);
ring.insert(P2b);
m.get1Ring(P2).nodes.erase(cn);
m.get1Ring(P2b).nodes.insert(cn);
}
if (cn == P0) {
m.tris(tti->first).c[i] = P0b;
m.corners(tti->first, i).node = P0b;
m.get1Ring(P0).tris.erase(tti->first);
m.get1Ring(P0b).tris.insert(tti->first);
}
else if (cn == P1) {
m.tris(tti->first).c[i] = P1b;
m.corners(tti->first, i).node = P1b;
m.get1Ring(P1).tris.erase(tti->first);
m.get1Ring(P1b).tris.insert(tti->first);
}
else if (cn == P2) {
m.tris(tti->first).c[i] = P2b;
m.corners(tti->first, i).node = P2b;
m.get1Ring(P2).tris.erase(tti->first);
m.get1Ring(P2b).tris.insert(tti->first);
}
}
}
// m.sanityCheck(true, &deletedNodes, &taintedTris);
return;
}
return;
}
if (ca_old[1].opposite >= 0 && ca_old[2].opposite >= 0 && cb_old[1].opposite >= 0 &&
cb_old[2].opposite >= 0 && ca_old[0].opposite >= 0 && cb_old[0].opposite >= 0 &&
((m.corners(ca_old[1].opposite).node ==
m.corners(ca_old[2].opposite).node && // two-pyramid tubey case (6 tris, 5 verts)
m.corners(cb_old[1].opposite).node == m.corners(cb_old[2].opposite).node &&
(m.corners(ca_old[1].opposite).node == m.corners(cb_old[1].opposite).node ||
(m.corners(ca_old[1].opposite).node == cb_old[0].node && // single tetrahedron case
m.corners(cb_old[1].opposite).node == ca_old[0].node))) ||
(m.corners(ca_old[0].opposite).tri == m.corners(cb_old[0].opposite).tri &&
m.corners(ca_old[1].opposite).tri == m.corners(cb_old[0].opposite).tri &&
m.corners(ca_old[2].opposite).tri ==
m.corners(cb_old[0].opposite).tri // nonmanifold: 2 tris, 3 verts
&& m.corners(cb_old[0].opposite).tri == m.corners(ca_old[0].opposite).tri &&
m.corners(cb_old[1].opposite).tri == m.corners(ca_old[0].opposite).tri &&
m.corners(cb_old[2].opposite).tri == m.corners(ca_old[0].opposite).tri))) {
// both top and bottom are closed pyramid caps, or it is a single tet
// delete the whole component!
// flood fill to mark all triangles in the component
map<int, bool> markedTris;
queue<int> triQ;
triQ.push(trinum);
markedTris[trinum] = true;
int iters = 0;
while (!triQ.empty()) {
int trival = triQ.front();
triQ.pop();
for (int i = 0; i < 3; i++) {
int newtri = m.corners(m.corners(trival, i).opposite).tri;
if (markedTris.find(newtri) == markedTris.end()) {
triQ.push(newtri);
markedTris[newtri] = true;
}
}
iters++;
}
map<int, bool> markedverts;
for (map<int, bool>::iterator mit = markedTris.begin(); mit != markedTris.end(); mit++) {
taintedTris[mit->first] = true;
markedverts[m.tris(mit->first).c[0]] = true;
markedverts[m.tris(mit->first).c[1]] = true;
markedverts[m.tris(mit->first).c[2]] = true;
}
for (map<int, bool>::iterator mit = markedverts.begin(); mit != markedverts.end(); mit++)
deletedNodes.push_back(mit->first);
return;
}
//////////////////////////
// begin original edge collapse
// update tri props of all adjacent triangles of P0,P1 (do before CT updates!)
// TODO: handleTriPropertyEdgeCollapse(trinum, P0,P1, ca_old[0], cb_old[0]);
m.mergeNode(P0, P1);
// Move position of P0
m.nodes(P0).pos = endpoint + 0.5 * edgevect;
// Preserve connectivity in both triangles
if (ca_old[1].opposite >= 0)
m.corners(ca_old[1].opposite).opposite = ca_old[2].opposite;
if (ca_old[2].opposite >= 0)
m.corners(ca_old[2].opposite).opposite = ca_old[1].opposite;
if (haveB && cb_old[1].opposite >= 0)
m.corners(cb_old[1].opposite).opposite = cb_old[2].opposite;
if (haveB && cb_old[2].opposite >= 0)
m.corners(cb_old[2].opposite).opposite = cb_old[1].opposite;
////////////////////
// mark the two triangles and the one node for deletion
taintedTris[ca_old[0].tri] = true;
m.removeTriFromLookup(ca_old[0].tri);
if (haveB) {
taintedTris[cb_old[0].tri] = true;
m.removeTriFromLookup(cb_old[0].tri);
}
deletedNodes.push_back(P1);
numCollapses++;
}
} // namespace Manta