213 lines
5.5 KiB
C
213 lines
5.5 KiB
C
/*---------------------------------------------------------------------------*\
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========= |
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\\ / F ield | foam-extend: Open Source CFD
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\\ / O peration |
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\\ / A nd | For copyright notice see file Copyright
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\\/ M anipulation |
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-------------------------------------------------------------------------------
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License
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This file is part of foam-extend.
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foam-extend is free software: you can redistribute it and/or modify it
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under the terms of the GNU General Public License as published by the
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Free Software Foundation, either version 3 of the License, or (at your
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option) any later version.
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foam-extend is distributed in the hope that it will be useful, but
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WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with foam-extend. If not, see <http://www.gnu.org/licenses/>.
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Description
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Surface coarsening using 'bunnylod':
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Polygon Reduction Demo
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By Stan Melax (c) 1998
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mailto:melax@cs.ualberta.ca
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http://www.cs.ualberta.ca/~melax
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\*---------------------------------------------------------------------------*/
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#include "argList.H"
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#include "fileName.H"
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#include "triSurface.H"
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#include "OFstream.H"
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#include "triFace.H"
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#include "triFaceList.H"
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// From bunnylod
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#include "progmesh.h"
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using namespace Foam;
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// * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * //
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int mapVertex(::List<int>& collapse_map, int a, int mx)
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{
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if (mx <= 0)
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{
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return 0;
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}
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while (a >= mx)
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{
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a = collapse_map[a];
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}
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return a;
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}
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// Main program:
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int main(int argc, char *argv[])
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{
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argList::noParallel();
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argList::validArgs.clear();
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argList::validArgs.append("Foam surface file");
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argList::validArgs.append("reduction factor");
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argList::validArgs.append("Foam output file");
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argList args(argc, argv);
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fileName inFileName(args.additionalArgs()[0]);
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scalar reduction(readScalar(IStringStream(args.additionalArgs()[1])()));
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if (reduction <= 0 || reduction > 1)
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{
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FatalErrorIn(args.executable())
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<< "Reduction factor " << reduction
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<< " should be within 0..1" << endl
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<< "(it is the reduction in number of vertices)"
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<< exit(FatalError);
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}
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fileName outFileName(args.additionalArgs()[2]);
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Info<< "Input surface :" << inFileName << endl
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<< "Reduction factor:" << reduction << endl
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<< "Output surface :" << outFileName << endl << endl;
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const triSurface surf(inFileName);
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Info<< "Surface:" << endl;
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surf.writeStats(Info);
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Info<< endl;
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::List< ::Vector> vert; // global list of vertices
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::List< ::tridata> tri; // global list of triangles
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// Convert triSurface to progmesh format. Note: can use global point
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// numbering since surface read in from file.
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const pointField& pts = surf.points();
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forAll(pts, ptI)
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{
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const point& pt = pts[ptI];
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vert.Add( ::Vector(pt.x(), pt.y(), pt.z()));
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}
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forAll(surf, faceI)
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{
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const labelledTri& f = surf[faceI];
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tridata td;
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td.v[0]=f[0];
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td.v[1]=f[1];
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td.v[2]=f[2];
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tri.Add(td);
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}
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::List<int> collapse_map; // to which neighbor each vertex collapses
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::List<int> permutation;
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::ProgressiveMesh(vert,tri,collapse_map,permutation);
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// rearrange the vertex list
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::List< ::Vector> temp_list;
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for(int i=0;i<vert.num;i++)
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{
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temp_list.Add(vert[i]);
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}
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for(int i=0;i<vert.num;i++)
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{
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vert[permutation[i]]=temp_list[i];
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}
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// update the changes in the entries in the triangle list
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for(int i=0;i<tri.num;i++)
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{
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for(int j=0;j<3;j++)
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{
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tri[i].v[j] = permutation[tri[i].v[j]];
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}
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}
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// Only get triangles with non-collapsed edges.
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int render_num = int(reduction * surf.nPoints());
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Info<< "Reducing to " << render_num << " vertices" << endl;
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// Storage for new surface.
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Foam::List<labelledTri> newTris(surf.size());
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label newI = 0;
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for (int i=0; i<tri.num; i++)
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{
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int p0 = mapVertex(collapse_map, tri[i].v[0], render_num);
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int p1 = mapVertex(collapse_map, tri[i].v[1], render_num);
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int p2 = mapVertex(collapse_map, tri[i].v[2], render_num);
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// note: serious optimization opportunity here,
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// by sorting the triangles the following "continue"
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// could have been made into a "break" statement.
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if (p0 == p1 || p1 == p2 || p2 == p0)
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{
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continue;
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}
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newTris[newI++] = labelledTri(p0, p1, p2, 0);
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}
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newTris.setSize(newI);
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// Convert vert into pointField.
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pointField newPoints(vert.num);
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for(int i=0; i<vert.num; i++)
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{
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const ::Vector & v = vert[i];
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newPoints[i] = point(v.x, v.y, v.z);
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}
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triSurface surf2(newTris, newPoints);
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triSurface outSurf
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(
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surf2.localFaces(),
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surf2.patches(),
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surf2.localPoints()
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);
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Info<< "Coarsened surface:" << endl;
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surf2.writeStats(Info);
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Info<< endl;
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Info<< "Writing to file " << outFileName << endl << endl;
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surf2.write(outFileName);
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Info << "End\n" << endl;
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return 0;
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}
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// ************************************************************************* //
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