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/*=========================================================================
Program: Visualization Toolkit
Module: vtkPolyDataNormals.h
Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
All rights reserved.
See Copyright.txt or http://www.kitware.com/Copyright.htm for details.
This software is distributed WITHOUT ANY WARRANTY; without even
the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
PURPOSE. See the above copyright notice for more information.
=========================================================================*/
/**
* @class vtkPolyDataNormals
* @brief compute normals for polygonal mesh
*
* vtkPolyDataNormals is a filter that computes point and/or cell normals
* for a polygonal mesh. The user specifies if they would like the point
* and/or cell normals to be computed by setting the ComputeCellNormals
* and ComputePointNormals flags.
*
* The computed normals (a vtkFloatArray) are set to be the active normals
* (using SetNormals()) of the PointData and/or the CellData (respectively)
* of the output PolyData. The name of these arrays is "Normals", so they
* can be retrieved either with
* vtkArrayDownCast<vtkFloatArray>(output->GetPointData()->GetNormals())
* or with
* vtkArrayDownCast<vtkFloatArray>(output->GetPointData()->GetArray("Normals"))
*
* The filter can reorder polygons to insure consistent
* orientation across polygon neighbors. Sharp edges can be split and points
* duplicated with separate normals to give crisp (rendered) surface definition.
* It is also possible to globally flip the normal orientation.
*
* The algorithm works by determining normals for each polygon and then
* averaging them at shared points. When sharp edges are present, the edges
* are split and new points generated to prevent blurry edges (due to
* Gouraud shading).
*
* @warning
* Normals are computed only for polygons and triangle strips. Normals are
* not computed for lines or vertices.
*
* @warning
* Triangle strips are broken up into triangle polygons. You may want to
* restrip the triangles.
*
* @sa
* For high-performance rendering, you could use vtkTriangleMeshPointNormals
* if you know that you have a triangle mesh which does not require splitting
* nor consistency check on the cell orientations.
*
*/
#ifndef vtkPolyDataNormals_h
#define vtkPolyDataNormals_h
#include "vtkFiltersCoreModule.h" // For export macro
#include "vtkPolyDataAlgorithm.h"
class vtkFloatArray;
class vtkIdList;
class vtkPolyData;
class VTKFILTERSCORE_EXPORT vtkPolyDataNormals : public vtkPolyDataAlgorithm
{
public:
vtkTypeMacro(vtkPolyDataNormals, vtkPolyDataAlgorithm);
void PrintSelf(ostream& os, vtkIndent indent) override;
/**
* Construct with feature angle=30, splitting and consistency turned on,
* flipNormals turned off, and non-manifold traversal turned on.
* ComputePointNormals is on and ComputeCellNormals is off.
*/
static vtkPolyDataNormals* New();
//@{
/**
* Specify the angle that defines a sharp edge. If the difference in
* angle across neighboring polygons is greater than this value, the
* shared edge is considered "sharp".
*/
vtkSetClampMacro(FeatureAngle, double, 0.0, 180.0);
vtkGetMacro(FeatureAngle, double);
//@}
//@{
/**
* Turn on/off the splitting of sharp edges.
*/
vtkSetMacro(Splitting, vtkTypeBool);
vtkGetMacro(Splitting, vtkTypeBool);
vtkBooleanMacro(Splitting, vtkTypeBool);
//@}
//@{
/**
* Turn on/off the enforcement of consistent polygon ordering.
*/
vtkSetMacro(Consistency, vtkTypeBool);
vtkGetMacro(Consistency, vtkTypeBool);
vtkBooleanMacro(Consistency, vtkTypeBool);
//@}
//@{
/**
* Turn on/off the automatic determination of correct normal
* orientation. NOTE: This assumes a completely closed surface
* (i.e. no boundary edges) and no non-manifold edges. If these
* constraints do not hold, all bets are off. This option adds some
* computational complexity, and is useful if you don't want to have
* to inspect the rendered image to determine whether to turn on the
* FlipNormals flag. However, this flag can work with the FlipNormals
* flag, and if both are set, all the normals in the output will
* point "inward".
*/
vtkSetMacro(AutoOrientNormals, vtkTypeBool);
vtkGetMacro(AutoOrientNormals, vtkTypeBool);
vtkBooleanMacro(AutoOrientNormals, vtkTypeBool);
//@}
//@{
/**
* Turn on/off the computation of point normals.
*/
vtkSetMacro(ComputePointNormals, vtkTypeBool);
vtkGetMacro(ComputePointNormals, vtkTypeBool);
vtkBooleanMacro(ComputePointNormals, vtkTypeBool);
//@}
//@{
/**
* Turn on/off the computation of cell normals.
*/
vtkSetMacro(ComputeCellNormals, vtkTypeBool);
vtkGetMacro(ComputeCellNormals, vtkTypeBool);
vtkBooleanMacro(ComputeCellNormals, vtkTypeBool);
//@}
//@{
/**
* Turn on/off the global flipping of normal orientation. Flipping
* reverves the meaning of front and back for Frontface and Backface
* culling in vtkProperty. Flipping modifies both the normal
* direction and the order of a cell's points.
*/
vtkSetMacro(FlipNormals, vtkTypeBool);
vtkGetMacro(FlipNormals, vtkTypeBool);
vtkBooleanMacro(FlipNormals, vtkTypeBool);
//@}
//@{
/**
* Turn on/off traversal across non-manifold edges. This will prevent
* problems where the consistency of polygonal ordering is corrupted due
* to topological loops.
*/
vtkSetMacro(NonManifoldTraversal, vtkTypeBool);
vtkGetMacro(NonManifoldTraversal, vtkTypeBool);
vtkBooleanMacro(NonManifoldTraversal, vtkTypeBool);
//@}
//@{
/**
* Set/get the desired precision for the output types. See the documentation
* for the vtkAlgorithm::DesiredOutputPrecision enum for an explanation of
* the available precision settings.
*/
vtkSetClampMacro(OutputPointsPrecision, int, SINGLE_PRECISION, DEFAULT_PRECISION);
vtkGetMacro(OutputPointsPrecision, int);
//@}
protected:
vtkPolyDataNormals();
~vtkPolyDataNormals() override {}
// Usual data generation method
int RequestData(vtkInformation*, vtkInformationVector**, vtkInformationVector*) override;
double FeatureAngle;
vtkTypeBool Splitting;
vtkTypeBool Consistency;
vtkTypeBool FlipNormals;
vtkTypeBool AutoOrientNormals;
vtkTypeBool NonManifoldTraversal;
vtkTypeBool ComputePointNormals;
vtkTypeBool ComputeCellNormals;
int NumFlips;
int OutputPointsPrecision;
private:
vtkIdList* Wave;
vtkIdList* Wave2;
vtkIdList* CellIds;
vtkIdList* CellPoints;
vtkIdList* NeighborPoints;
vtkIdList* Map;
vtkPolyData* OldMesh;
vtkPolyData* NewMesh;
int* Visited;
vtkFloatArray* PolyNormals;
double CosAngle;
// Uses the list of cell ids (this->Wave) to propagate a wave of
// checked and properly ordered polygons.
void TraverseAndOrder(void);
// Check the point id give to see whether it lies on a feature
// edge. If so, split the point (i.e., duplicate it) to topologically
// separate the mesh.
void MarkAndSplit(vtkIdType ptId);
private:
vtkPolyDataNormals(const vtkPolyDataNormals&) = delete;
void operator=(const vtkPolyDataNormals&) = delete;
};
#endif