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C++

#include "FITKPolyDataNormals.h"
#include "vtkCellArray.h"
#include "vtkCellData.h"
#include "vtkFloatArray.h"
#include "vtkIdList.h"
#include "vtkInformation.h"
#include "vtkInformationVector.h"
#include "vtkMath.h"
#include "vtkObjectFactory.h"
#include "vtkPointData.h"
#include "vtkPolyData.h"
#include "vtkPolygon.h"
#include "vtkPriorityQueue.h"
#include "vtkTriangleStrip.h"
vtkStandardNewMacro(FITKPolyDataNormals);
// Construct with feature angle=30, splitting and consistency turned on,
// flipNormals turned off, and non-manifold traversal turned on.
FITKPolyDataNormals::FITKPolyDataNormals()
{
this->FeatureAngle = 30.0;
this->Splitting = 1;
this->Consistency = 1;
this->FlipNormals = 0;
this->ComputePointNormals = 1;
this->ComputeCellNormals = 0;
this->NonManifoldTraversal = 1;
this->AutoOrientNormals = 0;
// some internal data
this->NumFlips = 0;
this->OutputPointsPrecision = vtkAlgorithm::DEFAULT_PRECISION;
this->Wave = nullptr;
this->Wave2 = nullptr;
this->CellIds = nullptr;
this->CellPoints = nullptr;
this->NeighborPoints = nullptr;
this->Map = nullptr;
this->OldMesh = nullptr;
this->NewMesh = nullptr;
this->Visited = nullptr;
this->PolyNormals = nullptr;
this->CosAngle = 0.0;
}
#define VTK_CELL_NOT_VISITED 0
#define VTK_CELL_VISITED 1
// Generate normals for polygon meshes
int FITKPolyDataNormals::RequestData(vtkInformation* vtkNotUsed(request),
vtkInformationVector** inputVector, vtkInformationVector* outputVector)
{
// get the info objects
vtkInformation* inInfo = inputVector[0]->GetInformationObject(0);
vtkInformation* outInfo = outputVector->GetInformationObject(0);
// get the input and output
vtkPolyData* input = vtkPolyData::SafeDownCast(inInfo->Get(vtkDataObject::DATA_OBJECT()));
vtkPolyData* output = vtkPolyData::SafeDownCast(outInfo->Get(vtkDataObject::DATA_OBJECT()));
vtkIdType npts = 0;
#if VTK_MAJOR_VERSION < 9
vtkIdType* pts = nullptr;
#else
const vtkIdType* pts = nullptr;
#endif
vtkIdType numNewPts;
double flipDirection = 1.0;
vtkIdType numVerts, numLines, numPolys, numStrips;
vtkIdType cellId;
vtkIdType numPts;
vtkPoints* inPts;
vtkCellArray *inPolys, *inStrips, *polys;
vtkPoints* newPts = nullptr;
vtkFloatArray* newNormals;
vtkPointData *pd, *outPD;
vtkDataSetAttributes* outCD = output->GetCellData();
double n[3];
vtkCellArray* newPolys;
vtkIdType ptId, oldId;
vtkDebugMacro(<< "Generating surface normals");
numVerts = input->GetNumberOfVerts();
numLines = input->GetNumberOfLines();
numPolys = input->GetNumberOfPolys();
numStrips = input->GetNumberOfStrips();
if ((numPts = input->GetNumberOfPoints()) < 1)
{
vtkDebugMacro(<< "No data to generate normals for!");
return 1;
}
// If there is nothing to do, pass the data through
if ((this->ComputePointNormals == 0 && this->ComputeCellNormals == 0) ||
(numPolys < 1 && numStrips < 1))
{ // don't do anything! pass data through
output->CopyStructure(input);
output->GetPointData()->PassData(input->GetPointData());
output->GetCellData()->PassData(input->GetCellData());
return 1;
}
if (numStrips < 1)
{
output->GetCellData()->PassData(input->GetCellData());
}
// Load data into cell structure. We need two copies: one is a
// non-writable mesh used to perform topological queries. The other
// is used to write into and modify the connectivity of the mesh.
//
inPts = input->GetPoints();
inPolys = input->GetPolys();
inStrips = input->GetStrips();
this->OldMesh = vtkPolyData::New();
this->OldMesh->SetPoints(inPts);
if (numStrips > 0) // have to decompose strips into triangles
{
vtkDataSetAttributes* inCD = input->GetCellData();
// When we have triangle strips, make sure to create and copy
// the cell data appropriately. Since strips are broken into
// triangles, cell data cannot be passed as it is and needs to
// be copied tuple by tuple.
outCD->CopyAllocate(inCD);
if (numPolys > 0)
{
polys = vtkCellArray::New();
polys->DeepCopy(inPolys);
vtkSmartPointer<vtkIdList> ids = vtkSmartPointer<vtkIdList>::New();
ids->SetNumberOfIds(numPolys);
for (vtkIdType i = 0; i < numPolys; i++)
{
ids->SetId(i, i);
}
outCD->CopyData(inCD, ids, ids);
}
else
{
polys = vtkCellArray::New();
#if VTK_MAJOR_VERSION < 9
polys->Allocate(polys->EstimateSize(numStrips, 5));
#else
polys->AllocateEstimate(numStrips, 5);
#endif
}
vtkIdType inCellIdx = numPolys;
vtkIdType outCellIdx = numPolys;
for (inStrips->InitTraversal(); inStrips->GetNextCell(npts, pts); inCellIdx++)
{
vtkTriangleStrip::DecomposeStrip(npts, pts, polys);
// Copy the cell data for the strip to each triangle.
for (vtkIdType i = 0; i < npts - 2; i++)
{
outCD->CopyData(inCD, inCellIdx, outCellIdx++);
}
}
this->OldMesh->SetPolys(polys);
polys->Delete();
numPolys = polys->GetNumberOfCells(); // added some new triangles
}
else
{
this->OldMesh->SetPolys(inPolys);
polys = inPolys;
}
this->OldMesh->BuildLinks();
this->UpdateProgress(0.10);
pd = input->GetPointData();
outPD = output->GetPointData();
this->NewMesh = vtkPolyData::New();
this->NewMesh->SetPoints(inPts);
// create a copy because we're modifying it
newPolys = vtkCellArray::New();
newPolys->DeepCopy(polys);
this->NewMesh->SetPolys(newPolys);
this->NewMesh->BuildCells(); // builds connectivity
// The visited array keeps track of which polygons have been visited.
//
if (this->Consistency || this->Splitting || this->AutoOrientNormals)
{
this->Visited = new int[numPolys];
memset(this->Visited, VTK_CELL_NOT_VISITED, numPolys * sizeof(int));
this->CellIds = vtkIdList::New();
this->CellIds->Allocate(VTK_CELL_SIZE);
this->CellPoints = vtkIdList::New();
this->CellPoints->Allocate(VTK_CELL_SIZE);
this->NeighborPoints = vtkIdList::New();
this->NeighborPoints->Allocate(VTK_CELL_SIZE);
}
else
{
this->Visited = nullptr;
}
// Traverse all polygons insuring proper direction of ordering. This
// works by propagating a wave from a seed polygon to the polygon's
// edge neighbors. Each neighbor may be reordered to maintain consistency
// with its (already checked) neighbors.
//
this->NumFlips = 0;
if (this->AutoOrientNormals)
{
// No need to check this->Consistency. It's implied.
// Ok, here's the basic idea: the "left-most" polygon should
// have its outward pointing normal facing left. If it doesn't,
// reverse the vertex order. Then use it as the seed for other
// connected polys. To find left-most polygon, first find left-most
// point, and examine neighboring polys and see which one
// has a normal that's "most aligned" with the X-axis. This process
// will need to be repeated to handle all connected components in
// the mesh. Report bugs/issues to cvolpe@ara.com.
int foundLeftmostCell;
vtkIdType leftmostCellID = -1, currentPointID, currentCellID;
vtkIdType* leftmostCells;
#if VTK_MAJOR_VERSION < 9
unsigned short nleftmostCells;
vtkIdType* cellPts;
#else
vtkIdType nleftmostCells;
const vtkIdType* cellPts;
#endif
vtkIdType nCellPts;
int cIdx;
double bestNormalAbsXComponent;
int bestReverseFlag;
vtkPriorityQueue* leftmostPoints = vtkPriorityQueue::New();
this->Wave = vtkIdList::New();
this->Wave->Allocate(numPolys / 4 + 1, numPolys);
this->Wave2 = vtkIdList::New();
this->Wave2->Allocate(numPolys / 4 + 1, numPolys);
// Put all the points in the priority queue, based on x coord
// So that we can find leftmost point
leftmostPoints->Allocate(numPts);
for (ptId = 0; ptId < numPts; ptId++)
{
leftmostPoints->Insert(inPts->GetPoint(ptId)[0], ptId);
}
// Repeat this while loop as long as the queue is not empty,
// because there may be multiple connected components, each of
// which needs to be seeded independently with a correctly
// oriented polygon.
while (leftmostPoints->GetNumberOfItems())
{
foundLeftmostCell = 0;
// Keep iterating through leftmost points and cells located at
// those points until I've got a leftmost point with
// unvisited cells attached and I've found the best cell
// at that point
do
{
currentPointID = leftmostPoints->Pop();
this->OldMesh->GetPointCells(currentPointID, nleftmostCells, leftmostCells);
bestNormalAbsXComponent = 0.0;
bestReverseFlag = 0;
for (cIdx = 0; cIdx < nleftmostCells; cIdx++)
{
currentCellID = leftmostCells[cIdx];
if (this->Visited[currentCellID] == VTK_CELL_VISITED)
{
continue;
}
this->OldMesh->GetCellPoints(currentCellID, nCellPts, cellPts);
vtkPolygon::ComputeNormal(inPts, nCellPts, cellPts, n);
// Ok, see if this leftmost cell candidate is the best
// so far
if (fabs(n[0]) > bestNormalAbsXComponent)
{
bestNormalAbsXComponent = fabs(n[0]);
leftmostCellID = currentCellID;
// If the current leftmost cell's normal is pointing to the
// right, then the vertex ordering is wrong
bestReverseFlag = (n[0] > 0);
foundLeftmostCell = 1;
} // if this normal is most x-aligned so far
} // for each cell at current leftmost point
} while (leftmostPoints->GetNumberOfItems() && !foundLeftmostCell);
if (foundLeftmostCell)
{
// We've got the seed for a connected component! But do
// we need to flip it first? We do, if it was pointed the wrong
// way to begin with, or if the user requested flipping all
// normals, but if both are true, then we leave it as it is.
if (bestReverseFlag ^ this->FlipNormals)
{
this->NewMesh->ReverseCell(leftmostCellID);
this->NumFlips++;
}
this->Wave->InsertNextId(leftmostCellID);
this->Visited[leftmostCellID] = VTK_CELL_VISITED;
this->TraverseAndOrder();
this->Wave->Reset();
this->Wave2->Reset();
} // if found leftmost cell
} // Still some points in the queue
this->Wave->Delete();
this->Wave2->Delete();
leftmostPoints->Delete();
vtkDebugMacro(<< "Reversed ordering of " << this->NumFlips << " polygons");
} // automatically orient normals
else
{
if (this->Consistency)
{
this->Wave = vtkIdList::New();
this->Wave->Allocate(numPolys / 4 + 1, numPolys);
this->Wave2 = vtkIdList::New();
this->Wave2->Allocate(numPolys / 4 + 1, numPolys);
for (cellId = 0; cellId < numPolys; cellId++)
{
if (this->Visited[cellId] == VTK_CELL_NOT_VISITED)
{
if (this->FlipNormals)
{
this->NumFlips++;
this->NewMesh->ReverseCell(cellId);
}
this->Wave->InsertNextId(cellId);
this->Visited[cellId] = VTK_CELL_VISITED;
this->TraverseAndOrder();
}
this->Wave->Reset();
this->Wave2->Reset();
}
this->Wave->Delete();
this->Wave2->Delete();
vtkDebugMacro(<< "Reversed ordering of " << this->NumFlips << " polygons");
} // Consistent ordering
} // don't automatically orient normals
this->UpdateProgress(0.333);
// Initial pass to compute polygon normals without effects of neighbors
//
this->PolyNormals = vtkFloatArray::New();
this->PolyNormals->SetNumberOfComponents(3);
this->PolyNormals->SetName("Normals");
this->PolyNormals->SetNumberOfTuples(numVerts + numLines + numPolys);
vtkIdType offsetCells = numVerts + numLines;
n[0] = 1.0;
n[1] = 0.0;
n[2] = 0.0;
for (cellId = 0; cellId < offsetCells; cellId++)
{
// add a default value for vertices and lines
// normals do not have meaningful values, we set them to X
this->PolyNormals->SetTuple(cellId, n);
}
// Modified by CHT
//@{
for (cellId = 0; cellId < this->OldMesh->GetNumberOfCells(); cellId++)
{
if ((cellId % 1000) == 0)
{
this->UpdateProgress(0.333 + 0.333 * (double)cellId / (double)numPolys);
if (this->GetAbortExecute())
{
break;
}
}
vtkPolygon::ComputeNormal(this->OldMesh->GetCell(cellId)->GetPoints(), n);
this->PolyNormals->SetTuple(offsetCells + cellId, n);
}
//@}
//for (cellId = 0, newPolys->InitTraversal(); newPolys->GetNextCell(npts, pts); cellId++)
//{
// if ((cellId % 1000) == 0)
// {
// this->UpdateProgress(0.333 + 0.333 * (double)cellId / (double)numPolys);
// if (this->GetAbortExecute())
// {
// break;
// }
// }
// vtkPolygon::ComputeNormal(inPts, npts, pts, n);
// this->PolyNormals->SetTuple(offsetCells + cellId, n);
//}
// Split mesh if sharp features
if (this->Splitting)
{
// Traverse all nodes; evaluate loops and feature edges. If feature
// edges found, split mesh creating new nodes. Update polygon
// connectivity.
//
this->CosAngle = cos(vtkMath::RadiansFromDegrees(this->FeatureAngle));
// Splitting will create new points. We have to create index array
// to map new points into old points.
//
this->Map = vtkIdList::New();
this->Map->SetNumberOfIds(numPts);
for (vtkIdType i = 0; i < numPts; i++)
{
this->Map->SetId(i, i);
}
for (ptId = 0; ptId < numPts; ptId++)
{
this->MarkAndSplit(ptId);
} // for all input points
numNewPts = this->Map->GetNumberOfIds();
vtkDebugMacro(<< "Created " << numNewPts - numPts << " new points");
// Now need to map attributes of old points into new points.
//
outPD->CopyNormalsOff();
outPD->CopyAllocate(pd, numNewPts);
newPts = vtkPoints::New();
// set precision for the points in the output
if (this->OutputPointsPrecision == vtkAlgorithm::DEFAULT_PRECISION)
{
vtkPointSet* inputPointSet = vtkPointSet::SafeDownCast(input);
if (inputPointSet)
{
newPts->SetDataType(inputPointSet->GetPoints()->GetDataType());
}
else
{
newPts->SetDataType(VTK_FLOAT);
}
}
else if (this->OutputPointsPrecision == vtkAlgorithm::SINGLE_PRECISION)
{
newPts->SetDataType(VTK_FLOAT);
}
else if (this->OutputPointsPrecision == vtkAlgorithm::DOUBLE_PRECISION)
{
newPts->SetDataType(VTK_DOUBLE);
}
newPts->SetNumberOfPoints(numNewPts);
for (ptId = 0; ptId < numNewPts; ptId++)
{
oldId = this->Map->GetId(ptId);
newPts->SetPoint(ptId, inPts->GetPoint(oldId));
outPD->CopyData(pd, oldId, ptId);
}
this->Map->Delete();
} // splitting
else // no splitting, so no new points
{
numNewPts = numPts;
outPD->CopyNormalsOff();
outPD->PassData(pd);
}
if (this->Consistency || this->Splitting)
{
delete[] this->Visited;
this->CellIds->Delete();
this->CellIds = nullptr;
this->CellPoints->Delete();
this->CellPoints = nullptr;
this->NeighborPoints->Delete();
this->NeighborPoints = nullptr;
}
this->UpdateProgress(0.80);
// Finally, traverse all elements, computing polygon normals and
// accumulating them at the vertices.
//
if (this->FlipNormals && !this->Consistency)
{
flipDirection = -1.0;
}
newNormals = vtkFloatArray::New();
newNormals->SetNumberOfComponents(3);
newNormals->SetNumberOfTuples(numNewPts);
newNormals->SetName("Normals");
float* fNormals = newNormals->WritePointer(0, 3 * numNewPts);
std::fill_n(fNormals, 3 * numNewPts, 0);
float* fPolyNormals = this->PolyNormals->WritePointer(3 * offsetCells, 3 * numPolys);
if (this->ComputePointNormals)
{
for (cellId = 0, newPolys->InitTraversal(); newPolys->GetNextCell(npts, pts); ++cellId)
{
for (vtkIdType i = 0; i < npts; ++i)
{
fNormals[3 * pts[i]] += fPolyNormals[3 * cellId];
fNormals[3 * pts[i] + 1] += fPolyNormals[3 * cellId + 1];
fNormals[3 * pts[i] + 2] += fPolyNormals[3 * cellId + 2];
}
}
for (vtkIdType i = 0; i < numNewPts; ++i)
{
const double length =
sqrt(fNormals[3 * i] * fNormals[3 * i] + fNormals[3 * i + 1] * fNormals[3 * i + 1] +
fNormals[3 * i + 2] * fNormals[3 * i + 2]) *
flipDirection;
if (length != 0.0)
{
fNormals[3 * i] /= length;
fNormals[3 * i + 1] /= length;
fNormals[3 * i + 2] /= length;
}
}
}
// Update ourselves. If no new nodes have been created (i.e., no
// splitting), we can simply pass data through.
//
if (!this->Splitting)
{
output->SetPoints(inPts);
}
// If there is splitting, then have to send down the new data.
//
else
{
output->SetPoints(newPts);
newPts->Delete();
}
if (this->ComputeCellNormals)
{
outCD->SetNormals(this->PolyNormals);
}
this->PolyNormals->Delete();
if (this->ComputePointNormals)
{
outPD->SetNormals(newNormals);
}
newNormals->Delete();
output->SetPolys(newPolys);
newPolys->Delete();
// copy the original vertices and lines to the output
output->SetVerts(input->GetVerts());
output->SetLines(input->GetLines());
this->OldMesh->Delete();
this->NewMesh->Delete();
return 1;
}
// Propagate wave of consistently ordered polygons.
//
void FITKPolyDataNormals::TraverseAndOrder()
{
vtkIdType i, k;
int j, l, j1;
vtkIdType numIds, cellId;
const vtkIdType* pts;
const vtkIdType* neiPts;
vtkIdType npts;
vtkIdType numNeiPts;
vtkIdType neighbor;
vtkIdList* tmpWave;
// propagate wave until nothing left in wave
while ((numIds = this->Wave->GetNumberOfIds()) > 0)
{
for (i = 0; i < numIds; i++)
{
cellId = this->Wave->GetId(i);
// Store the results here in a vtkIdList, since passing npts/pts directly
// would result in the data getting invalidated by the later call to
// NewMesh->GetCellPoints.
this->NewMesh->GetCellPoints(cellId, this->CellPoints);
npts = this->CellPoints->GetNumberOfIds();
pts = this->CellPoints->GetPointer(0);
for (j = 0, j1 = 1; j < npts; ++j, (j1 = (++j1 < npts) ? j1 : 0)) // for each edge neighbor
{
this->OldMesh->GetCellEdgeNeighbors(cellId, pts[j], pts[j1], this->CellIds);
// Check the direction of the neighbor ordering. Should be
// consistent with us (i.e., if we are n1->n2,
// neighbor should be n2->n1).
if (this->CellIds->GetNumberOfIds() == 1 || this->NonManifoldTraversal)
{
for (k = 0; k < this->CellIds->GetNumberOfIds(); k++)
{
if (this->Visited[this->CellIds->GetId(k)] == VTK_CELL_NOT_VISITED)
{
neighbor = this->CellIds->GetId(k);
this->NewMesh->GetCellPoints(neighbor, this->NeighborPoints);
numNeiPts = this->NeighborPoints->GetNumberOfIds();
neiPts = this->NeighborPoints->GetPointer(0);
for (l = 0; l < numNeiPts; l++)
{
if (neiPts[l] == pts[j1])
{
break;
}
}
// Have to reverse ordering if neighbor not consistent
//
if (neiPts[(l + 1) % numNeiPts] != pts[j])
{
this->NumFlips++;
this->NewMesh->ReverseCell(neighbor);
}
this->Visited[neighbor] = VTK_CELL_VISITED;
this->Wave2->InsertNextId(neighbor);
} // if cell not visited
} // for each edge neighbor
} // for manifold or non-manifold traversal allowed
} // for all edges of this polygon
} // for all cells in wave
// swap wave and proceed with propagation
tmpWave = this->Wave;
this->Wave = this->Wave2;
this->Wave2 = tmpWave;
this->Wave2->Reset();
} // while wave still propagating
}
//
// Mark polygons around vertex. Create new vertex (if necessary) and
// replace (i.e., split mesh).
//
void FITKPolyDataNormals::MarkAndSplit(vtkIdType ptId)
{
int i, j;
// Get the cells using this point and make sure that we have to do something
#if VTK_MAJOR_VERSION < 9
unsigned short ncells;
#else
vtkIdType ncells;
#endif
vtkIdType* cells;
this->OldMesh->GetPointCells(ptId, ncells, cells);
if (ncells <= 1)
{
return; // point does not need to be further disconnected
}
// Start moving around the "cycle" of points using the point. Label
// each point as requiring a visit. Then label each subregion of cells
// connected to this point that are connected (and not separated by
// a feature edge) with a given region number. For each N regions
// created, N-1 duplicate (split) points are created. The split point
// replaces the current point ptId in the polygons connectivity array.
//
// Start by initializing the cells as unvisited
for (i = 0; i < ncells; i++)
{
this->Visited[cells[i]] = -1;
}
// Loop over all cells and mark the region that each is in.
//
#if VTK_MAJOR_VERSION < 9
vtkIdType* pts;
#else
const vtkIdType* pts;
#endif
vtkIdType numPts;
int numRegions = 0;
vtkIdType spot, neiPt[2], nei, cellId, neiCellId;
double thisNormal[3], neiNormal[3];
for (j = 0; j < ncells; j++) // for all cells connected to point
{
if (this->Visited[cells[j]] < 0) // for all unvisited cells
{
this->Visited[cells[j]] = numRegions;
// okay, mark all the cells connected to this seed cell and using ptId
this->OldMesh->GetCellPoints(cells[j], numPts, pts);
// find the two edges
for (spot = 0; spot < numPts; spot++)
{
if (pts[spot] == ptId)
{
break;
}
}
if (spot == 0)
{
neiPt[0] = pts[spot + 1];
neiPt[1] = pts[numPts - 1];
}
else if (spot == (numPts - 1))
{
neiPt[0] = pts[spot - 1];
neiPt[1] = pts[0];
}
else
{
neiPt[0] = pts[spot + 1];
neiPt[1] = pts[spot - 1];
}
for (i = 0; i < 2; i++) // for each of the two edges of the seed cell
{
cellId = cells[j];
nei = neiPt[i];
while (cellId >= 0) // while we can grow this region
{
this->OldMesh->GetCellEdgeNeighbors(cellId, ptId, nei, this->CellIds);
if (this->CellIds->GetNumberOfIds() == 1 &&
this->Visited[(neiCellId = this->CellIds->GetId(0))] < 0)
{
this->PolyNormals->GetTuple(cellId, thisNormal);
this->PolyNormals->GetTuple(neiCellId, neiNormal);
if (vtkMath::Dot(thisNormal, neiNormal) > CosAngle)
{
// visit and arrange to visit next edge neighbor
this->Visited[neiCellId] = numRegions;
cellId = neiCellId;
this->OldMesh->GetCellPoints(cellId, numPts, pts);
for (spot = 0; spot < numPts; spot++)
{
if (pts[spot] == ptId)
{
break;
}
}
if (spot == 0)
{
nei = (pts[spot + 1] != nei ? pts[spot + 1] : pts[numPts - 1]);
}
else if (spot == (numPts - 1))
{
nei = (pts[spot - 1] != nei ? pts[spot - 1] : pts[0]);
}
else
{
nei = (pts[spot + 1] != nei ? pts[spot + 1] : pts[spot - 1]);
}
} // if not separated by edge angle
else
{
cellId = -1; // separated by edge angle
}
} // if can move to edge neighbor
else
{
cellId = -1; // separated by previous visit, boundary, or non-manifold
}
} // while visit wave is propagating
} // for each of the two edges of the starting cell
numRegions++;
} // if cell is unvisited
} // for all cells connected to point ptId
if (numRegions <= 1)
{
return; // a single region, no splitting ever required
}
// Okay, for all cells not in the first region, the ptId is
// replaced with a new ptId, which is a duplicate of the first
// point, but disconnected topologically.
//
vtkIdType lastId = this->Map->GetNumberOfIds();
vtkIdType replacementPoint;
for (j = 0; j < ncells; j++)
{
if (this->Visited[cells[j]] > 0) // replace point if splitting needed
{
replacementPoint = lastId + this->Visited[cells[j]] - 1;
this->Map->InsertId(replacementPoint, ptId);
this->NewMesh->ReplaceCellPoint(cells[j], ptId, replacementPoint);
} // if not in first regions and requiring splitting
} // for all cells connected to ptId
}
void FITKPolyDataNormals::PrintSelf(ostream& os, vtkIndent indent)
{
this->Superclass::PrintSelf(os, indent);
os << indent << "Feature Angle: " << this->FeatureAngle << "\n";
os << indent << "Splitting: " << (this->Splitting ? "On\n" : "Off\n");
os << indent << "Consistency: " << (this->Consistency ? "On\n" : "Off\n");
os << indent << "Flip Normals: " << (this->FlipNormals ? "On\n" : "Off\n");
os << indent << "Auto Orient Normals: " << (this->AutoOrientNormals ? "On\n" : "Off\n");
os << indent << "Num Flips: " << this->NumFlips << endl;
os << indent << "Compute Point Normals: " << (this->ComputePointNormals ? "On\n" : "Off\n");
os << indent << "Compute Cell Normals: " << (this->ComputeCellNormals ? "On\n" : "Off\n");
os << indent << "Non-manifold Traversal: " << (this->NonManifoldTraversal ? "On\n" : "Off\n");
os << indent << "Precision of the output points: " << this->OutputPointsPrecision << "\n";
}