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// Copyright 2006-2007 Nanorex, Inc. See LICENSE file for details.
/*
Name: surface.h
Author: Oleksandr Shevchenko
Description: class for surface representation
*/
#if !defined(SURFACE_INCLUDED)
#define SURFACE_INCLUDED
#include "container.h"
#include "triple.h"
#include "distancetransform.h"
class Surface
{
public:
//------------------------------------------------------------------------
// Constructor
//
// empty Surface
//
inline Surface();
//------------------------------------------------------------------------
// CreateSurface()
//
// create surface triangles
//
void CreateSurface();
//------------------------------------------------------------------------
// CreateSurface()
//
// create surface
//
void CreateSurface(Surface * s0, Surface * s1, double delta);
//------------------------------------------------------------------------
// Level()
//
// set level member
//
inline void Level(int l);
//------------------------------------------------------------------------
// Type()
//
// get type
//
inline int Type();
//------------------------------------------------------------------------
// Method()
//
// set surface method
//
inline void Method(int m);
//------------------------------------------------------------------------
// Add()
//
// add centers and radiuses and properties
//
inline void Add(double x, double y, double z, double r, int p);
//------------------------------------------------------------------------
// Np()
//
// get size of points
//
inline int Np();
//------------------------------------------------------------------------
// Nt()
//
// get size of trias
//
inline int Nt();
//------------------------------------------------------------------------
// Nc()
//
// get size of properties
//
inline int Nc();
//------------------------------------------------------------------------
// Px()
//
// get x coordinate
//
inline double Px(int i);
//------------------------------------------------------------------------
// Py()
//
// get y coordinate
//
inline double Py(int i);
//------------------------------------------------------------------------
// Pz()
//
// get z coordinate
//
inline double Pz(int i);
//------------------------------------------------------------------------
// Nx()
//
// get x normal component
//
inline double Nx(int i);
//------------------------------------------------------------------------
// Ny()
//
// get y normal component
//
inline double Ny(int i);
//------------------------------------------------------------------------
// Nz()
//
// get z normal component
//
inline double Nz(int i);
//------------------------------------------------------------------------
// C()
//
// get color property
//
inline int C(int i);
//------------------------------------------------------------------------
// C()
//
// set color property
//
inline void C(int i, int c);
//------------------------------------------------------------------------
// I()
//
// get trias index
//
inline int I(int i);
private:
//------------------------------------------------------------------------
// CleanQuads()
//
// delete duplicate quads
//
void CleanQuads();
//------------------------------------------------------------------------
// SurfaceNormals()
//
// calculate surface normals
//
void SurfaceNormals();
//------------------------------------------------------------------------
// SurfaceColors()
//
// calculate surface colors
//
void SurfaceColors();
//------------------------------------------------------------------------
// Duplicate()
//
// delete duplicate points
//
void Duplicate();
//------------------------------------------------------------------------
// SphereTriangles()
//
// create sphere triangles
//
void SphereTriangles();
//------------------------------------------------------------------------
// TorusRectangles()
//
// create torus rectangles
//
void TorusRectangles();
//------------------------------------------------------------------------
// CalculateTorus()
//
// torus parametrization
//
Triple CalculateTorus(double a, double b, double u, double v);
//------------------------------------------------------------------------
// OmegaRectangles()
//
// create omega rectangles
//
void OmegaRectangles();
//------------------------------------------------------------------------
// Quad()
//
// generate quad
//
void Quad(Triple p0, Triple p1, Triple p2, Triple p3);
//------------------------------------------------------------------------
// Tria()
//
// generate tria
//
void Tria(Triple p0, Triple p1, Triple p2);
//------------------------------------------------------------------------
// Subdivide()
//
// recurcive subdividing on sphere
//
void Subdivide(
Triple a,
Triple b,
Triple c,
int deep);
//------------------------------------------------------------------------
// Predicate()
//
// calculate omega function
// positive inside
// equal to zero on the boundary
// negative outside
//
double Predicate(
const Triple & p);
//------------------------------------------------------------------------
// mSpheres
Container<Triple> mCenters; // array for centers of spheres
//------------------------------------------------------------------------
// mRadiuses
Container<double> mRadiuses; // array for radiuses
//------------------------------------------------------------------------
// mProperties
Container<int> mProperties; // array for properties
//------------------------------------------------------------------------
// mType
int mType; // type of entity (tria, quad)
//------------------------------------------------------------------------
// mDT
DistanceTransform * mDT; // distance transform for predicate
//------------------------------------------------------------------------
// mL
int mL; // level for trias generation
//------------------------------------------------------------------------
// mM
int mM; // surface method
//------------------------------------------------------------------------
// mPoints
Container<Triple> mPoints; // array for points on surface
//------------------------------------------------------------------------
// mNormals
Container<Triple> mNormals; // array for normals to surface
//------------------------------------------------------------------------
// mColors
Container<int> mColors; // array for colors on surface
//------------------------------------------------------------------------
// mEntities
Container<int> mEntities; // array for indices
};
//----------------------------------------------------------------------------
// Constructor
inline Surface::Surface()
{
mDT = 0;
mType = 0;
mM = 0;
mL = 3;
}
//------------------------------------------------------------------------
// Level()
//
// set level member
//
inline void Surface::Level(int l)
{
mL = l;
}
//------------------------------------------------------------------------
// Type()
//
// get type
//
inline int Surface::Type()
{
return mType;
}
//------------------------------------------------------------------------
// Method()
//
// set surface method
//
inline void Surface::Method(int m)
{
mM = m;
}
//------------------------------------------------------------------------
// Add()
//
// add centers and radiuses and properties
//
inline void Surface::Add(double x, double y, double z, double r, int p)
{
mCenters.Add(Triple(x, y, z));
mRadiuses.Add(r);
mProperties.Add(p);
}
//------------------------------------------------------------------------
// Np()
//
// get size of points
//
inline int Surface::Np()
{
return mPoints.Size();
}
//------------------------------------------------------------------------
// Nt()
//
// get size of entities
//
inline int Surface::Nt()
{
return mEntities.Size();
}
//------------------------------------------------------------------------
// Px()
//
// get x coordinate
//
inline double Surface::Px(int i)
{
return mPoints[i].X();
}
//------------------------------------------------------------------------
// Py()
//
// get y coordinate
//
inline double Surface::Py(int i)
{
return mPoints[i].Y();
}
//------------------------------------------------------------------------
// Pz()
//
// get z coordinate
//
inline double Surface::Pz(int i)
{
return mPoints[i].Z();
}
//------------------------------------------------------------------------
// Nx()
//
// get x normal component
//
inline double Surface::Nx(int i)
{
return mNormals[i].X();
}
//------------------------------------------------------------------------
// Ny()
//
// get y normal component
//
inline double Surface::Ny(int i)
{
return mNormals[i].Y();
}
//------------------------------------------------------------------------
// Nz()
//
// get z normal component
//
inline double Surface::Nz(int i)
{
return mNormals[i].Z();
}
//------------------------------------------------------------------------
// C()
//
// get color property
//
inline int Surface::C(int i)
{
return mColors[i];
}
//------------------------------------------------------------------------
// C()
//
// set color property
//
inline void Surface::C(int i, int c)
{
mColors[i] = c;
}
//------------------------------------------------------------------------
// I()
//
// get trias index
//
inline int Surface::I(int i)
{
return mEntities[i];
}
#endif // SURFACE_INCLUDED
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