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// Copyright (c) 1998-2014
// Distributed under the Boost Software License, Version 1.0.
// http://www.boost.org/LICENSE_1_0.txt
// http://www.geometrictools.com/License/Boost/LICENSE_1_0.txt
//
// File Version: 5.0.2 (2010/10/02)
#ifndef WM5DELAUNAY_H
#define WM5DELAUNAY_H
// The base class for Delaunay algorithms stores the number of mesh components
// and the connectivity information for the mesh.
#include "Wm5MathematicsLIB.h"
#include "Wm5FileIO.h"
#include "Wm5Query.h"
namespace Wm5
{
template <typename Real>
class WM5_MATHEMATICS_ITEM Delaunay
{
public:
// Abstract base class.
virtual ~Delaunay ();
// Member accessors. For notational purposes in this class documentation,
// The number of vertices is VQ and the vertex array is V.
Query::Type GetQueryType () const;
int GetNumVertices () const;
Real GetEpsilon () const;
bool GetOwner () const;
// The dimension of the result, call it d. If n is the dimension of the
// space of the input points, then 0 <= d <= n.
int GetDimension () const;
// The interpretations of the return values of these functions depends on
// the dimension. Generally, SQ = GetSimplexQuantity() is the number of
// simplices in the mesh. The array returned by I = GetIndices() contains
// SQ tuples, each tuple having d+1 elements and representing a simplex.
// An index I[*] is relative to the vertex array V. The array returned by
// A = GetAdjacencies() contains SQ tuples, each tuple having d+1 elements
// and representing those simplices adjacent to the d+1 faces of a
// simplex. An index A[*] is relative to the index array I.
int GetNumSimplices () const;
const int* GetIndices () const;
const int* GetAdjacencies () const;
// Dimension d = 0.
// SQ = 1
// I = null (use index zero for vertices)
// A = null (use index zero for vertices)
// Dimension d = 1.
// SQ = VQ-1
// I = Array of 2-tuples of indices into V that represent the
// segments (2*SQ total elements).
// A = Array of 2-tuples of indices into I that represent the
// adjacent segments (2*SQ total elements).
// The i-th segment has vertices
// vertex[0] = V[I[2*i+0]]
// vertex[1] = V[I[2*i+1]].
// The segments adjacent to these vertices have indices
// adjacent[0] = A[2*i+0] is the segment sharing vertex[0]
// adjacent[1] = A[2*i+1] is the segment sharing vertex[1]
// If there is no adjacent segment, the A[*] value is set to -1. The
// segment adjacent to vertex[j] has vertices
// adjvertex[0] = V[I[2*adjacent[j]+0]]
// adjvertex[1] = V[I[2*adjacent[j]+1]]
// Dimension d = 2.
// SQ = number of triangles
// I = Array of 3-tuples of indices into V that represent the
// triangles (3*SQ total elements).
// A = Array of 3-tuples of indices into I that represent the
// adjacent triangles (3*SQ total elements).
// The i-th triangle has vertices
// vertex[0] = V[I[3*i+0]]
// vertex[1] = V[I[3*i+1]]
// vertex[2] = V[I[3*i+2]]
// and edge index pairs
// edge[0] = <I[3*i+0],I[3*i+1]>
// edge[1] = <I[3*i+1],I[3*i+2]>
// edge[2] = <I[3*i+2],I[3*i+0]>
// The triangles adjacent to these edges have indices
// adjacent[0] = A[3*i+0] is the triangle sharing edge[0]
// adjacent[1] = A[3*i+1] is the triangle sharing edge[1]
// adjacent[2] = A[3*i+2] is the triangle sharing edge[2]
// If there is no adjacent triangle, the A[*] value is set to -1. The
// triangle adjacent to edge[j] has vertices
// adjvertex[0] = V[I[3*adjacent[j]+0]]
// adjvertex[1] = V[I[3*adjacent[j]+1]]
// adjvertex[2] = V[I[3*adjacent[j]+2]]
// Dimension d = 3.
// SQ = number of tetrahedra
// I = Array of 4-tuples of indices into V that represent the
// tetrahedra (4*SQ total elements).
// A = Array of 4-tuples of indices into I that represent the
// adjacent tetrahedra (4*SQ total elements).
// The i-th tetrahedron has vertices
// vertex[0] = V[I[4*i+0]]
// vertex[1] = V[I[4*i+1]]
// vertex[2] = V[I[4*i+2]]
// vertex[3] = V[I[4*i+3]]
// and face index triples listed below. The face vertex ordering when
// viewed from outside the tetrahedron is counterclockwise.
// face[0] = <I[4*i+1],I[4*i+2],I[4*i+3]>
// face[1] = <I[4*i+0],I[4*i+3],I[4*i+2]>
// face[2] = <I[4*i+0],I[4*i+1],I[4*i+3]>
// face[3] = <I[4*i+0],I[4*i+2],I[4*i+1]>
// The tetrahedra adjacent to these faces have indices
// adjacent[0] = A[4*i+0] is the tetrahedron opposite vertex[0], so it
// is the tetrahedron sharing face[0].
// adjacent[1] = A[4*i+1] is the tetrahedron opposite vertex[1], so it
// is the tetrahedron sharing face[1].
// adjacent[2] = A[4*i+2] is the tetrahedron opposite vertex[2], so it
// is the tetrahedron sharing face[2].
// adjacent[3] = A[4*i+3] is the tetrahedron opposite vertex[3], so it
// is the tetrahedron sharing face[3].
// If there is no adjacent tetrahedron, the A[*] value is set to -1. The
// tetrahedron adjacent to face[j] has vertices
// adjvertex[0] = V[I[4*adjacent[j]+0]]
// adjvertex[1] = V[I[4*adjacent[j]+1]]
// adjvertex[2] = V[I[4*adjacent[j]+2]]
// adjvertex[3] = V[I[4*adjacent[j]+3]]
protected:
// Abstract base class. The number of vertices to be processed is
// iVQuantity. The value of fEpsilon is a tolerance used for determining
// the intrinsic dimension of the input set of vertices. Ownership of the
// input points to the constructors for the derived classes may be
// transferred to this class. If you want the input vertices to be
// deleted by this class, set bOwner to 'true'; otherwise, you own the
// array and must delete it yourself.
Delaunay (int numVertices, Real epsilon, bool owner,
Query::Type queryType);
// Support for streaming to/from disk.
bool Load (FileIO& inFile);
bool Save (FileIO& outFile) const;
Query::Type mQueryType;
int mNumVertices;
int mDimension;
int mNumSimplices;
int* mIndices;
int* mAdjacencies;
Real mEpsilon;
bool mOwner;
};
typedef Delaunay<float> Delaunayf;
typedef Delaunay<double> Delaunayd;
}
#endif
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