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vtkAdaptiveSubdivisionFilter.cxx
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vtkAdaptiveSubdivisionFilter.cxx
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/*=========================================================================
Program: Visualization Toolkit
Module: vtkAdaptiveSubdivisionFilter.cxx
Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
All rights reserved.
See Copyright.txt or http://www.kitware.com/Copyright.htm for details.
This software is distributed WITHOUT ANY WARRANTY; without even
the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
PURPOSE. See the above copyright notice for more information.
=========================================================================*/
#include "vtkAdaptiveSubdivisionFilter.h"
#include "vtkInformation.h"
#include "vtkInformationVector.h"
#include "vtkTriangle.h"
#include "vtkPolyData.h"
#include "vtkCellArray.h"
#include "vtkPointData.h"
#include "vtkCellData.h"
#include "vtkMergePoints.h"
vtkStandardNewMacro(vtkAdaptiveSubdivisionFilter);
vtkCxxSetObjectMacro(vtkAdaptiveSubdivisionFilter,Locator,vtkIncrementalPointLocator);
//----------------------------------------------------------------------------
// Construct object
vtkAdaptiveSubdivisionFilter::vtkAdaptiveSubdivisionFilter()
{
this->MaximumEdgeLength = 1.0;
this->MaximumTriangleArea = 1.0;
this->MaximumNumberOfTriangles = VTK_ID_MAX;
this->MaximumNumberOfPasses = VTK_ID_MAX;
this->Locator = NULL;
this->OutputPointsPrecision = DEFAULT_PRECISION;
}
//----------------------------------------------------------------------------
// Construct object with number of subdivisions set to 1.
vtkAdaptiveSubdivisionFilter::~vtkAdaptiveSubdivisionFilter()
{
this->SetLocator(NULL);
}
//-----------------------------------------------------------------------------
void vtkAdaptiveSubdivisionFilter::CreateDefaultLocator()
{
if ( this->Locator == NULL )
{
this->Locator = vtkMergePoints::New();
this->Locator->Register(this);
this->Locator->Delete();
}
}
//-----------------------------------------------------------------------------
// Overload standard modified time function.
vtkMTimeType vtkAdaptiveSubdivisionFilter::GetMTime()
{
vtkMTimeType mTime=this->Superclass::GetMTime();
vtkMTimeType time;
if (this->Locator)
{
time = this->Locator->GetMTime();
mTime = ( time > mTime ? time : mTime );
}
return mTime;
}
// Helper functions and structures
namespace {
// There are eight possible subdivision cases (each of the three edges may
// or may not be subdivided). Case 0 just outputs the original triangle;
// the other cases output between 2 and four triangles. Note that when
// three triangles are generated, then the diagonal of the quadrilateral
// produced can go one of two ways. The tetCases is set up so that the two
// triangles forming the quad are the last two triangles and can be
// adjusted as necessary.
int CASE_MASK[3] = {1,2,4};
vtkIdType tessCases[16][13] = {
{1, 0,1,2, 0,0,0, 0,0,0, 0,0,0}, //case 0
{2, 0,3,2, 3,1,2, 0,0,0, 0,0,0}, //case 1
{2, 0,1,4, 4,2,0, 0,0,0, 0,0,0}, //case 2
{3, 3,1,4, 3,4,2, 2,0,3, 0,0,0}, //case 3
{2, 0,1,5, 5,1,2, 0,0,0, 0,0,0}, //case 4
{3, 0,3,5, 5,3,1, 1,2,5, 0,0,0}, //case 5
{3, 5,4,2, 0,1,4, 4,5,0, 0,0,0}, //case 6
{4, 0,3,5, 3,1,4, 5,3,4, 5,4,2}, //case 7
{1, 0,1,2, 0,0,0, 0,0,0, 0,0,0}, //case 0a
{2, 0,3,2, 3,1,2, 0,0,0, 0,0,0}, //case 1a
{2, 0,1,4, 4,2,0, 0,0,0, 0,0,0}, //case 2a
{3, 3,1,4, 0,3,4, 4,2,0, 0,0,0}, //case 3a
{2, 0,1,5, 5,1,2, 0,0,0, 0,0,0}, //case 4a
{3, 0,3,5, 3,1,2, 2,5,3, 0,0,0}, //case 5a
{3, 4,2,5, 5,0,1, 1,4,5, 0,0,0}, //case 6a
{4, 0,3,5, 3,1,4, 5,3,4, 5,4,2}, //case 7a
};
// This method assumes that the diagonal of the quadrilateral formed by
// triangles 2 & 3 may be "swapped" to produce a better triangulation. It
// assumes a lot about the ordering of the connectivity array (subTess).
vtkIdType *SelectTessellation(unsigned char subCase, vtkIdType *ptIds,
vtkPoints *newPts)
{
// If no choice in triangulation return the table entry
if ( tessCases[subCase][0] != 3 )
{
return tessCases[subCase];
}
// Else select best triangulation based on diagonal length
vtkIdType *subTess = tessCases[subCase];
double x0[3], x1[3], x2[3], x3[3];
newPts->GetPoint(ptIds[subTess[4]], x0);
newPts->GetPoint(ptIds[subTess[6]], x1);
newPts->GetPoint(ptIds[subTess[5]], x2);
newPts->GetPoint(ptIds[subTess[8]], x3);
if ( vtkMath::Distance2BetweenPoints(x0,x1) <=
vtkMath::Distance2BetweenPoints(x2,x3) )
{
return tessCases[subCase];
}
else
{
return tessCases[subCase + 8]; //alternate triangulation
}
}
}//anonymous namespace
//----------------------------------------------------------------------------
// This uses a very simple, serial implementation that makes repeated passes
// over the triangles using a swap buffer approach.
int vtkAdaptiveSubdivisionFilter::RequestData(
vtkInformation *vtkNotUsed(request),
vtkInformationVector **inputVector,
vtkInformationVector *outputVector)
{
// get the info objects
vtkInformation *inInfo = inputVector[0]->GetInformationObject(0);
vtkInformation *outInfo = outputVector->GetInformationObject(0);
// get the input and output and check its validity
vtkPolyData *input = vtkPolyData::SafeDownCast(
inInfo->Get(vtkDataObject::DATA_OBJECT()));
vtkPolyData *output = vtkPolyData::SafeDownCast(
outInfo->Get(vtkDataObject::DATA_OBJECT()));
vtkIdType numPts = input->GetNumberOfPoints();
vtkCellArray *inTris = input->GetPolys();
vtkIdType numTris = inTris->GetNumberOfCells();
if (numPts < 1 || numTris < 1)
{
vtkDebugMacro(<<"No data to subdivide!");
return 1;
}
vtkPointData *inPointData = input->GetPointData();
vtkCellData *inCellData = input->GetCellData();
// This is a quick check that all cells are a triangle. It is not foolproof
// however.... it may be necessary to tighten this up at some point.
vtkIdType connLen = inTris->GetNumberOfConnectivityEntries();
if ( (connLen / 4) != numTris )
{
vtkDebugMacro(<<"Filter operates only on triangles!");
return 1;
}
// Need a locator
if ( ! this->Locator )
{
this->CreateDefaultLocator();
}
// The first thing is to take the existing points and push them into the
// incremental point locator. We know that we are going to use the original
// points. Note that points are only created and are not swapped as each
// pass is invoked.
vtkPoints *inPts = input->GetPoints();
vtkPoints *newPts = vtkPoints::New();
vtkPointData *swapPointData, *newPointData = vtkPointData::New();
newPointData->CopyAllocate(inPointData);
// set precision for the points in the output
if ( this->OutputPointsPrecision == vtkAlgorithm::DEFAULT_PRECISION )
{
newPts->SetDataType(inPts->GetDataType());
}
else if (this->OutputPointsPrecision == vtkAlgorithm::SINGLE_PRECISION)
{
newPts->SetDataType(VTK_FLOAT);
}
else if(this->OutputPointsPrecision == vtkAlgorithm::DOUBLE_PRECISION)
{
newPts->SetDataType(VTK_DOUBLE);
}
this->Locator->InitPointInsertion (newPts,
input->GetBounds(),
input->GetNumberOfPoints());
// Load in the already existing points. Also load in the point data
// associated with the existing points.
for (vtkIdType ptId=0; ptId < numPts; ++ptId)
{
this->Locator->InsertNextPoint(inPts->GetPoint(ptId));
newPointData->CopyData(inPointData, ptId, ptId);
}
// This is a multipass algorithm. From a list of triangles, check each
// against the edge length and area criteria. If necessary, break the
// triangle (using a case table) into smaller triangles by inserting one or
// more points on edges (the edge is broken at its midpoint). The new
// triangles are placed into a new list which serves as the starting point
// for the next pass. An important note: triangles are split independently
// without neighbor "links" (i.e.,cell links) and new points are merged
// into the locator. Since the algorithm treats edges on triangles in an
// identical way, the end result is that triangle neighbors remain
// compatible (due to conincident point merging).
vtkIdType *currTris = inTris->GetPointer();
vtkCellArray *swapTris, *newTris = vtkCellArray::New();
newTris->Allocate(inTris->EstimateSize(2*numTris,3), numTris);
vtkCellData *swapCellData, *newCellData = vtkCellData::New();
newCellData->CopyAllocate(inCellData);
int i;
double area, eLengths[3];
double maxLen2=this->MaximumEdgeLength*this->MaximumEdgeLength;
double maxArea=this->MaximumTriangleArea;
double x[6][3]; //three vertices plus potential mid-edge points
vtkIdType *tri, triId, newId;
vtkIdType passNum;
vtkIdType totalTriangles=0;
bool changesMade;
for ( passNum=0, changesMade=true;
passNum < this->MaximumNumberOfPasses && totalTriangles < this->MaximumNumberOfTriangles && changesMade;
++passNum )
{
changesMade = false;
for (triId=0; triId < numTris; ++triId)
{
tri = currTris + 4*triId + 1; //get point ids defining triangle
newPts->GetPoint(tri[0],x[0]);
newPts->GetPoint(tri[1],x[1]);
newPts->GetPoint(tri[2],x[2]);
eLengths[0] = vtkMath::Distance2BetweenPoints(x[0],x[1]);
eLengths[1] = vtkMath::Distance2BetweenPoints(x[1],x[2]);
eLengths[2] = vtkMath::Distance2BetweenPoints(x[2],x[0]);
area = vtkTriangle::TriangleArea(x[0],x[1],x[2]);
// Various subdivision cases are possible
unsigned char subCase=0;
if ( area > maxArea )
{
subCase = 7;
}
else
{
for (i=0; i<3; ++i)
{
if ( eLengths[i] > maxLen2 )
{
subCase |= CASE_MASK[i];
}
}
}//determine edges to divide
// If not just outputting original triangle then changes are made
if (subCase > 0 )
{
changesMade = true;
}
// Now create new points and triangles dividing edges as appropriate.
double xNew[3];
vtkIdType ptIds[6];
ptIds[0] = tri[0]; ptIds[1] = tri[1]; ptIds[2] = tri[2];
for (i=0; i<3; ++i)
{
if ( subCase & CASE_MASK[i] ) //ith edge needs subdivision
{
xNew[0] = 0.5*(x[i][0] + x[(i+1)%3][0]);
xNew[1] = 0.5*(x[i][1] + x[(i+1)%3][1]);
xNew[2] = 0.5*(x[i][2] + x[(i+1)%3][2]);
if ( (ptIds[3+i] = this->Locator->IsInsertedPoint(xNew)) < 0 )
{
ptIds[3+i] = this->Locator->InsertNextPoint(xNew);
newPointData->InterpolateEdge(inPointData, ptIds[3+i], tri[i], tri[(i+1)%3], 0.5);
}
}
}
// The tessellation may vary based on geometric concerns (selecting best
// diagonal during triangulation of quadrilateral)
vtkIdType newTIds[3], *subTess;
subTess = SelectTessellation(subCase,ptIds,newPts);
vtkIdType numTessTris = *subTess++;
for (i=0; i<numTessTris; ++i, subTess+=3)
{
newTIds[0] = ptIds[subTess[0]];
newTIds[1] = ptIds[subTess[1]];
newTIds[2] = ptIds[subTess[2]];
newId = newTris->InsertNextCell(3,newTIds);
newCellData->CopyData(inCellData, triId, newId);
if ( ++totalTriangles >= this->MaximumNumberOfTriangles )
{
break;
}
}
}//for all triangles in this pass
// Prepare for the next pass, which means swapping input and output.
// Remember that the initial pass uses the filter input; subsequent passes
// cannot modify the input to a new cell array must be created to support
// the swapping.
if ( passNum == 0 )
{
inTris = vtkCellArray::New();
inCellData = vtkCellData::New();
inCellData->CopyAllocate(newCellData);
inPointData = vtkPointData::New();
inPointData->CopyAllocate(newPointData);
}
// Prepare for new triangles
swapTris = newTris;
newTris = inTris;
inTris = swapTris;
currTris = inTris->GetPointer();
numTris = inTris->GetNumberOfCells();
newTris->Reset();
newTris->Allocate(inTris->EstimateSize(2*newTris->GetNumberOfCells(),3),
newTris->GetNumberOfCells());
// Prepare for new cell data
swapCellData = newCellData;
newCellData = inCellData;
inCellData = swapCellData;
// Prepare for new point data
numPts = newPts->GetNumberOfPoints();
swapPointData = newPointData;
newPointData = inPointData;
inPointData = swapPointData;
for (vtkIdType ptId=0; ptId < numPts; ++ptId)
{
newPointData->CopyData(inPointData, ptId, ptId);
}
}//for another pass
// Configure output and clean up
output->SetPoints(newPts);
newPts->Delete();
output->GetPointData()->ShallowCopy(inPointData);
newPointData->Delete();
output->SetPolys(inTris);
newTris->Delete();
output->GetCellData()->ShallowCopy(inCellData);
newCellData->Delete();
return 1;
}
//----------------------------------------------------------------------------
void vtkAdaptiveSubdivisionFilter::PrintSelf(ostream& os, vtkIndent indent)
{
this->Superclass::PrintSelf(os,indent);
os << indent << "Maximum Edge Length: " << this->MaximumEdgeLength << "\n";
os << indent << "Maximum Triangle Area: " << this->MaximumTriangleArea << "\n";
os << indent << "Maximum Number Of Triangles: " << this->MaximumNumberOfTriangles << "\n";
os << indent << "Maximum Number Of Passes: " << this->MaximumNumberOfPasses << "\n";
if ( this->Locator )
{
os << indent << "Locator: " << this->Locator << "\n";
}
else
{
os << indent << "Locator: (none)\n";
}
os << indent << "Precision of the output points: "
<< this->OutputPointsPrecision << "\n";
}