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Larry Price
gmsh
Commits
24fd1526
Commit
24fd1526
authored
10 years ago
by
Thomas Toulorge
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Optimized patch creation in mesh optimizer
parent
826a17df
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1 changed file
contrib/MeshOptimizer/MeshOptimizer.cpp
+81
-20
81 additions, 20 deletions
contrib/MeshOptimizer/MeshOptimizer.cpp
with
81 additions
and
20 deletions
contrib/MeshOptimizer/MeshOptimizer.cpp
+
81
−
20
View file @
24fd1526
...
...
@@ -71,36 +71,96 @@ static std::set<MVertex *> getAllBndVertices
}
// Test intersection between sphere and segment
static
bool
testSegSphereIntersect
(
SPoint3
A
,
SPoint3
B
,
const
SPoint3
&
P
,
const
double
rr
)
{
// Test if separating plane between sphere and segment vertices
// For each vertex, separation if vertex is outside sphere and P on opposite side
// to other seg. vertex w.r.t plane of normal (vertex-P) through vertex
const
SVector3
PA
(
P
,
A
),
PB
(
P
,
B
);
const
double
aa
=
dot
(
PA
,
PA
),
ab
=
dot
(
PA
,
PB
);
if
((
aa
>
rr
)
&
(
ab
>
aa
))
return
false
;
const
double
bb
=
dot
(
PB
,
PB
);
if
((
bb
>
rr
)
&
(
ab
>
bb
))
return
false
;
// Test if separating plane between sphere and line
// For A, separation if projection Q of P on (AB) lies outside the sphere
const
SVector3
AB
(
A
,
B
);
const
double
d
=
ab
-
aa
,
e
=
dot
(
AB
,
AB
);
const
SVector3
PQ
=
PA
*
e
-
d
*
AB
;
if
(
dot
(
PQ
,
PQ
)
>
rr
*
e
*
e
)
return
false
;
// Return true (intersection) if no separation at all
return
true
;
}
// Test intersection between sphere and triangle
// Inspired by Christer Ericson, http://realtimecollisiondetection.net/blog/?p=103
static
bool
testTriSphereIntersect
(
SPoint3
A
,
SPoint3
B
,
SPoint3
C
,
const
SPoint3
&
P
,
const
double
rr
)
{
// Test if separating plane between sphere and triangle plane
const
SVector3
PA
(
P
,
A
),
AB
(
A
,
B
),
AC
(
A
,
C
);
const
SVector3
V
=
crossprod
(
AB
,
AC
);
// Normal to triangle plane
const
double
d
=
dot
(
PA
,
V
);
// Dist. from P to triangle plane times norm of V
const
double
e
=
dot
(
V
,
V
);
// Norm of V
if
(
d
*
d
>
rr
*
e
)
return
false
;
// Test if separating plane between sphere and triangle plane
// Test if separating plane between sphere and triangle vertices
const
SVector3
PB
(
P
,
B
),
PC
(
P
,
B
);
const
double
aa
=
dot
(
PA
,
PA
),
ab
=
dot
(
PA
,
PB
),
ac
=
dot
(
PA
,
PC
);
const
double
bb
=
dot
(
PB
,
PB
),
bc
=
dot
(
PB
,
PC
),
cc
=
dot
(
PC
,
PC
);
if
((
aa
>
rr
)
&
(
ab
>
aa
)
&
(
ac
>
aa
))
return
false
;
// For each triangle vertex, separation if vertex is outside sphere
if
((
bb
>
rr
)
&
(
ab
>
bb
)
&
(
bc
>
bb
))
return
false
;
// and P on opposite side to other two triangle vertices w.r.t
if
((
cc
>
rr
)
&
(
ac
>
cc
)
&
(
bc
>
cc
))
return
false
;
// plane of normal (vertex-P) through vertex
// Test if separating plane between sphere and triangle edges
const
SVector3
BC
(
B
,
C
);
const
double
d1
=
ab
-
aa
,
d2
=
bc
-
bb
,
d3
=
ac
-
cc
;
const
double
e1
=
dot
(
AB
,
AB
),
e2
=
dot
(
BC
,
BC
),
e3
=
dot
(
AC
,
AC
);
const
SVector3
PQ1
=
PA
*
e1
-
d1
*
AB
;
// Q1 projection of P on line (AB)
const
SVector3
PQ2
=
PB
*
e2
-
d2
*
BC
;
// Q2 projection of P on line (BC)
const
SVector3
PQ3
=
PC
*
e3
+
d3
*
AC
;
// Q3 projection of P on line (AC)
const
SVector3
PQC
=
PC
*
e1
-
PQ1
;
const
SVector3
PQA
=
PA
*
e2
-
PQ2
;
const
SVector3
PQB
=
PB
*
e3
-
PQ3
;
if
((
dot
(
PQ1
,
PQ1
)
>
rr
*
e1
*
e1
)
&
(
dot
(
PQ1
,
PQC
)
>
0
))
return
false
;
// For A, separation if Q lies outside the sphere and if P and C
if
((
dot
(
PQ2
,
PQ2
)
>
rr
*
e2
*
e2
)
&
(
dot
(
PQ2
,
PQA
)
>
0
))
return
false
;
// are on opposite sides of plane through AB with normal PQ
if
((
dot
(
PQ3
,
PQ3
)
>
rr
*
e3
*
e3
)
&
(
dot
(
PQ3
,
PQB
)
>
0
))
return
false
;
// Same for other two vertices
// Return true (intersection) if no separation at all
return
true
;
}
// Approximate test of intersection element with circle/sphere by sampling
static
bool
testElInDist
(
const
SPoint3
p
,
double
limDist
,
MElement
*
el
)
static
bool
testElInDist
(
const
SPoint3
P
,
double
limDist
,
MElement
*
el
)
{
const
double
sampleLen
=
0.5
*
limDist
;
// Distance between sample points
const
double
limDistSq
=
limDist
*
limDist
;
if
(
el
->
getDim
()
==
2
)
{
// 2D?
for
(
int
iEd
=
0
;
iEd
<
el
->
getNumEdges
();
iEd
++
)
{
// Loop over edges of element
MEdge
ed
=
el
->
getEdge
(
iEd
);
const
int
nPts
=
int
(
ed
.
length
()
/
sampleLen
)
+
2
;
// Nb of sample points based on edge length
for
(
int
iPt
=
0
;
iPt
<
nPts
;
iPt
++
)
{
// Loop over sample
point
s
const
SPoint3
pt
=
ed
.
interpolate
(
iPt
/
float
(
nPts
-
1
));
if
(
p
.
distance
(
pt
)
<
limDist
)
return
true
;
const
SPoint3
A
=
ed
.
getVertex
(
0
)
->
point
();
const
SPoint3
B
=
ed
.
getVertex
(
1
)
->
point
();
if
(
testSegSphereIntersect
(
A
,
B
,
P
,
limDistSq
))
{
return
true
;
}
}
}
else
{
// 3D
for
(
int
iFace
=
0
;
iFace
<
el
->
getNumFaces
();
iFace
++
)
{
// Loop over faces of element
MFace
face
=
el
->
getFace
(
iFace
);
double
lMax
=
0.
;
// Max. edge length in face
const
int
nVert
=
face
.
getNumVertices
();
for
(
int
iEd
=
0
;
iEd
<
nVert
;
iEd
++
)
lMax
=
std
::
max
(
lMax
,
face
.
getEdge
(
iEd
).
length
());
const
int
nPts
=
int
(
lMax
/
sampleLen
)
+
2
;
// Nb of sample points based on max. edge length in face
for
(
int
iPt0
=
0
;
iPt0
<
nPts
;
iPt0
++
)
{
const
double
u
=
iPt0
/
float
(
nPts
-
1
);
for
(
int
iPt1
=
0
;
iPt1
<
nPts
;
iPt1
++
)
{
// Loop over sample points
const
double
vMax
=
(
nVert
==
3
)
?
1.
-
u
:
1.
;
const
SPoint3
pt
=
face
.
interpolate
(
u
,
vMax
*
iPt1
/
float
(
nPts
-
1
));
if
(
p
.
distance
(
pt
)
<
limDist
)
return
true
;
}
const
SPoint3
A
=
face
.
getVertex
(
0
)
->
point
();
const
SPoint3
B
=
face
.
getVertex
(
1
)
->
point
();
const
SPoint3
C
=
face
.
getVertex
(
2
)
->
point
();
if
(
face
.
getNumVertices
()
==
3
)
return
testTriSphereIntersect
(
A
,
B
,
C
,
P
,
limDistSq
);
else
{
const
SPoint3
D
=
face
.
getVertex
(
3
)
->
point
();
return
(
testTriSphereIntersect
(
A
,
B
,
C
,
P
,
limDistSq
)
||
testTriSphereIntersect
(
A
,
C
,
D
,
P
,
limDistSq
));
}
}
}
...
...
@@ -130,7 +190,8 @@ static std::set<MElement*> getSurroundingPatch(MElement *el, int minLayers,
((
*
it
)
->
getVertex
(
i
))
->
second
;
for
(
std
::
vector
<
MElement
*>::
const_iterator
itN
=
neighbours
.
begin
();
itN
!=
neighbours
.
end
();
++
itN
)
{
if
((
d
<
minLayers
)
||
testElInDist
(
pnt
,
limDist
,
*
itN
))
if
((
patch
.
find
(
*
itN
)
==
patch
.
end
())
&&
((
d
<
minLayers
)
||
testElInDist
(
pnt
,
limDist
,
*
itN
)))
if
(
patch
.
insert
(
*
itN
).
second
)
currentLayer
.
push_back
(
*
itN
);
// Assume that if an el is too far, its neighbours are too far as well
}
}
...
...
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