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#include <quad_tree.h>
#include <union.h>
#include <iterator>
#include <set>
QuadTree::QuadTree(Box b) : b{b}, level{0} {}
QuadTree::QuadTree(Box b, int level = 0) : b{b}, level{level} {}
void QuadTree::collectUniqueTriangleFragments(const Triangle &t, std::set<int> &seen, std::vector<Triangle> &result) const {
if (seen.count(t.fragmentId) > 0) {
return;
}
result.push_back(t);
seen.insert(t.fragmentId);
}
std::vector<Triangle> QuadTree::visibleSurface() const {
std::set<int> seen;
return visibleSurface(seen);
}
std::vector<Triangle> QuadTree::visibleSurface(std::set<int> & seen) const
{
std::vector<Triangle> result;
for (const Triangle &t : triangles) {
collectUniqueTriangleFragments(t, seen, result);
}
for (const QuadTree &c : children)
{
std::vector<Triangle> childResult = c.visibleSurface(seen);
result.insert(result.end(), childResult.begin(), childResult.end());
}
return result;
}
void QuadTree::split()
{
const int nextLevel = level + 1;
children = {
QuadTree(b.firstQuadrant(), nextLevel),
QuadTree(b.secondQuadrant(), nextLevel),
QuadTree(b.thirdQuadrant(), nextLevel),
QuadTree(b.fourthQuadrant(), nextLevel)};
}
void QuadTree::addTriangle(const Triangle &triangle)
{
if (!b.intersects(triangle))
{
return;
}
if (triangles.empty())
{
triangles.push_back(triangle);
return;
}
if (!children.empty())
{
for (QuadTree &child : children)
{
child.addTriangle(triangle);
}
return;
}
std::vector<Triangle> currentTriangleFragments{triangle};
// triangles that are not the current triangle and that have already been unioned
std::vector<Triangle> otherTriangleFragments;
for (const auto &otherTriangle : triangles)
{
for (const auto &fragment : currentTriangleFragments)
{
auto newTriangles = unionize(triangle, otherTriangle);
std::vector<Triangle> bottoms;
if (newTriangles.size() > 1)
{
bottoms = {newTriangles.begin(), newTriangles.begin() + newTriangles.size() - 2};
}
const Triangle &top = newTriangles.back();
otherTriangleFragments.push_back(top);
if (top.mainTriangleId == triangle.mainTriangleId)
{
otherTriangleFragments.insert(otherTriangleFragments.begin(), bottoms.begin(), bottoms.end());
}
else
{
currentTriangleFragments.insert(currentTriangleFragments.begin(), bottoms.begin(), bottoms.end());
}
}
}
// split
if (level >= QUADTREE_MAX_DEPTH) {
triangles.insert(triangles.end(), currentTriangleFragments.begin(), currentTriangleFragments.end());
triangles.insert(triangles.end(), otherTriangleFragments.begin(), otherTriangleFragments.end());
return;
}
split();
for (QuadTree &q : children)
{
for (const Triangle &t : otherTriangleFragments)
{
q.addNonIntersectingTriangle(t);
}
for (const Triangle &t : currentTriangleFragments)
{
q.addNonIntersectingTriangle(t);
}
}
triangles.clear();
}
int QuadTree::pointIntersection(const Point &p) const
{
if (b.intersects(p))
{
for (const Triangle &triangle : triangles)
{
if (triangle.pointInTriangle(p))
{
return triangle.mainTriangleId;
}
}
for (const QuadTree &child : children)
{
int id = child.pointIntersection(p);
if (id != POINT_NOT_IN_QUADTREE)
{
return id;
}
}
}
return POINT_NOT_IN_QUADTREE;
}
void QuadTree::addNonIntersectingTriangle(const Triangle &t)
{
if (b.intersects(t))
{
triangles.push_back(t);
}
}