+ //printf("PG CreateMeshFromPoints::Process: End\n");
+}
+/**
+* Closes the sides of the contour
+* iterates in one way or the other, depending on the order of the points and calculated vectors.
+* uPointOrder: Points are order in a U shape
+* lstIndexs: number of points on each spline
+*/
+void CreateMeshFromPoints::CloseContourSides(std::vector<int> lstIndexs, bool uPointOrder, bool isClosedCont){
+ int sizeLstIdexes = lstIndexs.size();
+ int sizePoints = bbGetInputLstX().size();
+
+ int firstIndex, end, centroidId, numPointsFace, contraryId;
+ int increment = uPointOrder?1:sizeLstIdexes;
+ double centroid[3];
+ int numProcessFaces = sizeLstIdexes > 1?2:1;
+ for(int facesIdx = 0; facesIdx < numProcessFaces; facesIdx++){
+ std::fill(std::begin(centroid), std::end(centroid), 0);
+ if(facesIdx == 0)
+ {
+ firstIndex = 0;
+ numPointsFace = uPointOrder?lstIndexs[0]: sizeLstIdexes;
+ end = uPointOrder?firstIndex + numPointsFace:sizePoints - lstIndexs[sizeLstIdexes - 1] + 1;
+ contraryId = sizePoints-1;
+ }else{
+ firstIndex = uPointOrder?sizePoints - lstIndexs[sizeLstIdexes-1]:lstIndexs[0]-1;
+ numPointsFace = uPointOrder?lstIndexs[sizeLstIdexes-1]:sizeLstIdexes;
+ end = uPointOrder?firstIndex + numPointsFace:sizePoints;
+ contraryId = 0;
+ }
+ if(numPointsFace > 1)
+ {
+ bool validCentroid = CalcValidCentroid(centroid, firstIndex, end, increment, numPointsFace);
+ if(validCentroid)
+ {
+ bool normalOrder = isPointingCorrectly(firstIndex, firstIndex+increment, centroid, contraryId);
+ centroidId = points->InsertNextPoint(centroid[0], centroid[1], centroid[2]);
+ //vtkSmartPointer<vtkTriangleStrip> triangleStrip = vtkSmartPointer<vtkTriangleStrip>::New();
+ //triangleStrip->GetPointIds()->SetNumberOfIds(numPointsFace*2 + (!isClosedCont?2:0));
+ //int triangleIndex = 0;
+ if( normalOrder )
+ {
+ int initial = firstIndex;
+ for(int index = initial; index < end; index+=increment){
+ if(index+increment >= end && !isClosedCont){
+ vtkNew<vtkTriangle> triangle;
+ triangle->GetPointIds()->SetId(0, index);
+ triangle->GetPointIds()->SetId(1, initial);
+ triangle->GetPointIds()->SetId(2, centroidId);
+ cells->InsertNextCell(triangle);
+ }else if(index+increment < end){
+ vtkNew<vtkTriangle> triangle;
+ triangle->GetPointIds()->SetId(0, index);
+ triangle->GetPointIds()->SetId(1, index+increment);
+ triangle->GetPointIds()->SetId(2, centroidId);
+ cells->InsertNextCell(triangle);
+ }
+ /*
+ triangleStrip->GetPointIds()->SetId(triangleIndex,index);
+ triangleStrip->GetPointIds()->SetId(triangleIndex+1,centroidId);//1
+ if(index+increment >= end && !isClosedCont){
+ triangleStrip->GetPointIds()->SetId(triangleIndex+2,initial);//2
+ triangleStrip->GetPointIds()->SetId(triangleIndex+3,centroidId);//3
+ }
+ triangleIndex+=2;
+ */
+ }
+ //cells->InsertNextCell(triangleStrip);
+ } else {
+ int initial = firstIndex-1;
+ int triangleStripStart = end-1;
+ for(int index = triangleStripStart; index > initial; index-=increment){
+ if(index-increment <= initial && !isClosedCont){
+ vtkNew<vtkTriangle> triangle;
+ triangle->GetPointIds()->SetId(0, index);
+ triangle->GetPointIds()->SetId(1, triangleStripStart);
+ triangle->GetPointIds()->SetId(2, centroidId);
+ cells->InsertNextCell(triangle);
+ }else if(index-increment > initial){
+ vtkNew<vtkTriangle> triangle;
+ triangle->GetPointIds()->SetId(0, index);
+ triangle->GetPointIds()->SetId(1, index-increment);
+ triangle->GetPointIds()->SetId(2, centroidId);
+ cells->InsertNextCell(triangle);
+ }
+ }
+ }//if normalOrder
+ }//if validCentroid
+ }//if numPointsFace
+ }//for facesIdx
+
+}
+
+/**
+* Checks if the normal from firstPointId, secPointId and centroid points away
+* from the vector centroid to contrPointId.
+* Used to check that the order used to create the new polygons is correct.
+*/
+bool CreateMeshFromPoints::isPointingCorrectly( int firstPointId, int secPointId, double(¢roid)[3], int contrPointId) {
+
+ double firstPoint[3], secPoint[3], contrPoint[3];
+ points->GetPoint(firstPointId, firstPoint);
+ points->GetPoint(secPointId, secPoint);
+
+ double firstVect[3], secVect[3], normal[3], contrVect[3];
+
+ vtkMath::Subtract(firstPoint, centroid, firstVect);
+ vtkMath::Subtract(secPoint, centroid, secVect);
+
+ points->GetPoint(contrPointId, contrPoint);
+ vtkMath::Subtract(contrPoint, centroid, contrVect);
+
+ vtkMath::Cross(firstVect, secVect, normal);
+ double dotCalc;
+ dotCalc = vtkMath::Dot(normal, contrVect);
+
+ return dotCalc<0;
+}
+
+/**
+* Checks if the order of the points represent a curved spline (U shape) or the points resemble a straight spline.
+* Now it checks the angle between each point and the vector that goes from the last point to the first.
+*
+* Previous version checked the curvature between 3 points in the spline, but this created problems when the straight lines
+* had curves in the middle, increasing the curvature although they are not in the U shape.
+*/
+bool CreateMeshFromPoints::CheckLinePointOrder(){
+ int sizePoints = bbGetInputLstX().size();
+ std::vector<int> lstIndexs = bbGetInputLstIndexs();
+ double point1[3], point2[3], point3[3];
+ double center[3];
+ double firstAngleSum = 0;
+ double secondAngleSum = 0;
+
+ points->GetPoint(0, point1);
+ points->GetPoint((lstIndexs[0]-1), point3);
+ double firstVect[3];
+ double secVect[3];
+ vtkMath::Subtract(point3, point1, firstVect);
+ for(int i = 0; i < lstIndexs[0]; i++){
+ points->GetPoint(i, point2);
+ vtkMath::Subtract(point2, point1, secVect);
+ firstAngleSum += vtkMath::SignedAngleBetweenVectors(firstVect, secVect, firstVect);
+ }
+ points->GetPoint((sizePoints-lstIndexs[0]), point3);
+ vtkMath::Subtract(point3, point1, firstVect);
+ for(int i = 0; i < sizePoints; i+=lstIndexs.size()){
+ points->GetPoint(i, point2);
+ vtkMath::Subtract(point2, point1, secVect);
+ secondAngleSum += vtkMath::SignedAngleBetweenVectors(firstVect, secVect, firstVect);
+ }
+
+ return firstAngleSum < secondAngleSum;
+}
+
+/**
+* Closes an open contour
+* lstIndexs: number of points on each spline
+*/
+void CreateMeshFromPoints::CloseOpenContourSurface(std::vector<int> lstIndexs){
+ bool linePointOrder = CheckLinePointOrder();
+ CloseContourSides(lstIndexs, !linePointOrder, false);
+ CloseContourBottom(!linePointOrder);
+}
+
+/**
+* Calculates centroid and checks if points are collinear.
+* centroid: array to store calculation
+* start: start index of points to use
+* end: end index of points to use
+* increment: increment to be used in point iteration
+* numPoints: number of points used to calculate the centroid.
+* Returns a bool indicating the validity of the centroid calculated.
+* False = invalid centroid = all points are the same.
+*/
+bool CreateMeshFromPoints::CalcValidCentroid(double(¢roid)[3], int start, int end, int increment, int numPoints){
+ double currPoint[3] = {}, prevPoint[3] = {}, middlePoint[3] = {}, firstPoint[3] = {};
+ double vector1[3], vector2[3];
+ bool samePoint = true;
+ int splineMidPoint = numPoints/2;
+ bool collinear = true;
+
+ points->GetPoint(start, firstPoint);
+ points->GetPoint(splineMidPoint, middlePoint);
+ vtkMath::Subtract(middlePoint, firstPoint, vector1);
+
+ for(int i = start; i < end; i+=increment){
+ points->GetPoint(i, currPoint);
+ if(samePoint && i > start && (currPoint[0] != prevPoint[0] || currPoint[1] != prevPoint[1] || currPoint[2] != prevPoint[2])){
+ samePoint = false;
+ }
+
+ vtkMath::Subtract(currPoint, firstPoint, vector2);
+ double angle = vtkMath::AngleBetweenVectors(vector1, vector2);
+ if(angle > 0.0001 && collinear){
+ collinear = false;
+ }
+
+ centroid[0] += currPoint[0];
+ centroid[1] += currPoint[1];
+ centroid[2] += currPoint[2];
+ std::copy(std::begin(currPoint), std::end(currPoint), prevPoint);
+ }
+
+ centroid[0] /= numPoints;
+ centroid[1] /= numPoints;
+ centroid[2] /= numPoints;
+
+ return !samePoint && !collinear;
+}
+
+/**
+* Closes the bottom of the given countour.
+* Should only be used when its an open contour.
+* uPointOrder: points are ordered in U shape
+*/
+void CreateMeshFromPoints::CloseContourBottom(bool uPointOrder){
+ std::vector<int> lstIndexs = bbGetInputLstIndexs();
+ int sizeLstIdexes = lstIndexs.size();
+ int sizeLstX = bbGetInputLstX().size();
+
+ vtkSmartPointer<vtkTriangleStrip> triangleStripBottom = vtkSmartPointer<vtkTriangleStrip>::New();
+ triangleStripBottom->GetPointIds()->SetNumberOfIds(sizeLstIdexes*2);
+
+ double originPoint[3];
+ points->GetPoint(0, originPoint);
+ int middleMeshPoint = uPointOrder?lstIndexs[0]/2:lstIndexs[0]*sizeLstIdexes/2;
+
+ bool normalOrder = isPointingCorrectly(uPointOrder?lstIndexs[0]-1:sizeLstX-lstIndexs[0], uPointOrder?lstIndexs[0]:1, originPoint, middleMeshPoint);
+
+ int triangleIndex = 0, currentId = 0, nextId = 0;
+ for(int splineIndex = 0; splineIndex < sizeLstIdexes;splineIndex++){
+ nextId = uPointOrder?currentId + lstIndexs[splineIndex] - 1:sizeLstX - sizeLstIdexes + splineIndex;
+ if(normalOrder)
+ {
+ triangleStripBottom->GetPointIds()->SetId(triangleIndex, currentId);
+ triangleStripBottom->GetPointIds()->SetId(triangleIndex+1, nextId);
+ }
+ else{
+ triangleStripBottom->GetPointIds()->SetId(triangleIndex, nextId);
+ triangleStripBottom->GetPointIds()->SetId(triangleIndex+1, currentId);
+ }
+ currentId = uPointOrder?nextId + 1: splineIndex+1;
+ triangleIndex+=2;
+ }
+ cells->InsertNextCell(triangleStripBottom);