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