#include "bbcreaVtkPackage.h"
#include "vtkTriangleStrip.h"
+#include "vtkTriangle.h"
+#include <vtkMath.h>
namespace bbcreaVtk
{
// bbSetOutputOut( bbGetInputIn() );
// std::cout << "Output value = " <<bbGetOutputOut() << std::endl;
+
std::vector<double> lstX = bbGetInputLstX();
std::vector<double> lstY = bbGetInputLstY();
std::vector<double> lstZ = bbGetInputLstZ();
std::vector<int> lstIndexs = bbGetInputLstIndexs();
-
- if ( (lstIndexs.size()<=1) || (lstX.size()==0) || (lstX.size()!=lstY.size()) || (lstY.size()!=lstZ.size()) )
+ double pointsCentroid[3];
+ if ( (lstIndexs.size()<1) || (lstX.size()==0) || (lstX.size()!=lstY.size()) || (lstY.size()!=lstZ.size()) )
{
- printf("Warnning! CreateMeshFromPoints::Process: List of points X Y Z and LstIndexes is not correct\n");
+ printf("Warning! CreateMeshFromPoints::Process: List of points X Y Z and LstIndexes is not correct\n");
bbSetOutputOut(NULL);
} else {
int ii,sizeSegment1,sizeSegment2;
for (i=0;i<sizeLstX;i++)
{
points->InsertNextPoint(lstX[i],lstY[i],lstZ[i]);
+ pointsCentroid[0] += lstX[i];
+ pointsCentroid[1] += lstY[i];
+ pointsCentroid[2] += lstZ[i];
} // for i
+ pointsCentroid[0] /= sizeLstX;
+ pointsCentroid[1] /= sizeLstX;
+ pointsCentroid[2] /= sizeLstX;
+
+ if ((bbGetInputCloseSurface()==true) && (lstIndexs.size()>=2) )
+ {
+ //check if initial and end points are the same in all splines (splines are in line shape and not U shape)
+ //to not apply changes because clean polydata will take care of it.
+ int count = 0;
+ bool differentPoints = false;
+ for(i=0; i < lstIndexs.size() && !differentPoints;i++){
+ bool sameStart = lstX[count] != lstX[count+lstIndexs[i]-1] && lstY[count] != lstY[count+lstIndexs[i]-1] && lstZ[count] != lstZ[count+lstIndexs[i]-1];
+ bool sameEnd = lstX[count] != lstX[count+lstIndexs[i]-1] && lstY[count] != lstY[count+lstIndexs[i]-1] && lstZ[count] != lstZ[count+lstIndexs[i]-1];
+ if(!(sameStart && sameEnd)) differentPoints = true;
+ count += lstIndexs[i];
+ }
+ //Correct surface normals if needed
+ if(differentPoints)
+ {
+ double pointSurf1[3], pointSurf2[3], pointSurf3[3];
+ double vect1[3], vect2[3];
+ double surfNormal[3], vectorCenter[3];
+ double dotNormalSurf = 0;
+ for(int pIndex = 0; pIndex < lstIndexs[0]-1; pIndex++)
+ {
+ pointSurf1[0] = lstX[pIndex];
+ pointSurf1[1] = lstY[pIndex];
+ pointSurf1[2] = lstZ[pIndex];
+ vtkMath::Subtract(pointsCentroid, pointSurf1, vectorCenter);
+ pointSurf2[0] = lstX[pIndex+lstIndexs[1]];
+ pointSurf2[1] = lstY[pIndex+lstIndexs[1]];
+ pointSurf2[2] = lstZ[pIndex+lstIndexs[1]];
+ pointSurf3[0] = lstX[pIndex+1];
+ pointSurf3[1] = lstY[pIndex+1];
+ pointSurf3[2] = lstZ[pIndex+1];
+ vtkMath::Subtract(pointSurf2, pointSurf1, vect1);
+ vtkMath::Subtract(pointSurf3, pointSurf1, vect2);
+ vtkMath::Cross(vect1, vect2, surfNormal);
+ dotNormalSurf += vtkMath::Dot(surfNormal, vectorCenter);
+ } // for pIndex
+
+ if(dotNormalSurf > 0){
+ points->Delete();
+ points = vtkPoints::New();
+ for(int splineI = 0; splineI < lstIndexs.size(); splineI++){
+ for (i=lstIndexs[splineI]-1; i >= 0;i--)
+ {
+ points->InsertNextPoint(lstX[splineI*lstIndexs[0]+i],lstY[splineI*lstIndexs[0]+i],lstZ[splineI*lstIndexs[0]+i]);
+ } // for i
+ } // for splineI
+ } // if dotNormalSurf
+ }// if differentPoints
+ }
+ //
+
// vtkSmartPointer<vtkCellArray> cells = vtkSmartPointer<vtkCellArray>::New();
if (cells!=NULL) cells->Delete();
cells = vtkCellArray::New();
triangleStrip->GetPointIds()->SetId(ii*2+1,iSeg2);
iSeg1++;
iSeg2++;
- if (iSeg1>=maxSegment1) { iSeg1=maxSegment1-1; }
- if (iSeg2>=maxSegment2) { iSeg2=maxSegment2-1; }
+ if (iSeg1>=maxSegment1) { iSeg1=maxSegment1-1; }
+ if (iSeg2>=maxSegment2) { iSeg2=maxSegment2-1; }
} // for ii
iGeneral=iGeneral+sizeSegment1;
cells->InsertNextCell(triangleStrip);
} //for LstIndexs
+
+
+ if(bbGetInputCloseSurface())
+ {
+ int lastId1 = lstIndexs[0]-1;
+ int lastId2 = sizeLstX - 1;
+ int firstId2 = sizeLstX - lstIndexs[sizeLstIdexes - 1];
+ bool face1open = std::fabs(lstX[0] - lstX[lastId1]) > 0.0001 || std::fabs(lstY[0] - lstY[lastId1]) > 0.0001 || std::fabs(lstZ[0] - lstZ[lastId1]) > 0.0001;
+ bool face2open = std::fabs(lstX[firstId2] - lstX[lastId2]) > 0.0001 || std::fabs(lstY[firstId2] - lstY[lastId2]) > 0.0001 || std::fabs(lstZ[firstId2] - lstZ[lastId2]) > 0.0001;
+
+ bool altFace1open = std::fabs(lstX[0] - lstX[firstId2]) > 0.0001 || std::fabs(lstY[0] - lstY[firstId2]) > 0.0001 || std::fabs(lstZ[0] - lstZ[firstId2]) > 0.0001;
+ bool altFace2open = std::fabs(lstX[lastId1] - lstX[lastId2]) > 0.0001 || std::fabs(lstY[lastId1] - lstY[lastId2]) > 0.0001 || std::fabs(lstZ[lastId1] - lstZ[lastId2]) > 0.0001;
+
+ //false = Open Contour
+ //true = Closed Contour
+ if(!face1open && !face2open)
+ {
+// isClosedCont = true;
+ CloseContourSides(lstIndexs, true, true);
+ }
+ else if(!altFace1open && !altFace2open)
+ {
+// isClosedCont = true;
+ CloseContourSides(lstIndexs, false, true);
+ }
+ else{
+ CloseOpenContourSurface(lstIndexs);
+ }
+ }
+
// vtkPolyData *polydata = vtkPolyData::New();
if (polydata!=NULL) polydata->Delete();
polydata = vtkPolyData::New();
triangle = vtkTriangleFilter::New();
triangle->SetInputData( clean->GetOutput() );
triangle->Update();
- bbSetOutputOut( clean->GetOutput() );
+ bbSetOutputOut( triangle->GetOutput() );
+ // bbSetOutputOut( clean->GetOutput() );
}// if listXYZ size
+ //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);
+}
+
//=====
// Before editing this file, make sure it's a file of your own (i.e.: it wasn't generated from xml description; if so : your modifications will be lost)
//=====
// SET HERE THE DEFAULT INPUT/OUTPUT VALUES OF YOUR BOX
// Here we initialize the input 'In' to 0
// bbSetInputIn(0);
+ bbSetInputCloseSurface(false);
points = NULL;
cells = NULL;
polydata = NULL;