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/*=========================================================================
Program: Visualization Toolkit
Module: vtkDelaunay3D.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 vtkDelaunay3D
* @brief create 3D Delaunay triangulation of input points
*
* vtkDelaunay3D is a filter that constructs a 3D Delaunay
* triangulation from a list of input points. These points may be
* represented by any dataset of type vtkPointSet and subclasses. The
* output of the filter is an unstructured grid dataset. Usually the
* output is a tetrahedral mesh, but if a non-zero alpha distance
* value is specified (called the "alpha" value), then only tetrahedra,
* triangles, edges, and vertices laying within the alpha radius are
* output. In other words, non-zero alpha values may result in arbitrary
* combinations of tetrahedra, triangles, lines, and vertices. (The notion
* of alpha value is derived from Edelsbrunner's work on "alpha shapes".)
* Note that a modification to alpha shapes enables output of combinations
* of tetrahedra, triangles, lines, and/or verts (see the boolean ivars
* AlphaTets, AlphaTris, AlphaLines, AlphaVerts).
*
* The 3D Delaunay triangulation is defined as the triangulation that
* satisfies the Delaunay criterion for n-dimensional simplexes (in
* this case n=3 and the simplexes are tetrahedra). This criterion
* states that a circumsphere of each simplex in a triangulation
* contains only the n+1 defining points of the simplex. (See text for
* more information.) While in two dimensions this translates into an
* "optimal" triangulation, this is not true in 3D, since a measurement
* for optimality in 3D is not agreed on.
*
* Delaunay triangulations are used to build topological structures
* from unorganized (or unstructured) points. The input to this filter
* is a list of points specified in 3D. (If you wish to create 2D
* triangulations see vtkDelaunay2D.) The output is an unstructured grid.
*
* The Delaunay triangulation can be numerically sensitive. To prevent
* problems, try to avoid injecting points that will result in
* triangles with bad aspect ratios (1000:1 or greater). In practice
* this means inserting points that are "widely dispersed", and
* enables smooth transition of triangle sizes throughout the
* mesh. (You may even want to add extra points to create a better
* point distribution.) If numerical problems are present, you will
* see a warning message to this effect at the end of the
* triangulation process.
*
* @warning
* Points arranged on a regular lattice (termed degenerate cases) can be
* triangulated in more than one way (at least according to the Delaunay
* criterion). The choice of triangulation (as implemented by
* this algorithm) depends on the order of the input points. The first four
* points will form a tetrahedron; other degenerate points (relative to this
* initial tetrahedron) will not break it.
*
* @warning
* Points that are coincident (or nearly so) may be discarded by the
* algorithm. This is because the Delaunay triangulation requires
* unique input points. You can control the definition of coincidence
* with the "Tolerance" instance variable.
*
* @warning
* The output of the Delaunay triangulation is supposedly a convex hull. In
* certain cases this implementation may not generate the convex hull. This
* behavior can be controlled by the Offset instance variable. Offset is a
* multiplier used to control the size of the initial triangulation. The
* larger the offset value, the more likely you will generate a convex hull;
* and the more likely you are to see numerical problems.
*
* @warning
* The implementation of this algorithm varies from the 2D Delaunay
* algorithm (i.e., vtkDelaunay2D) in an important way. When points are
* injected into the triangulation, the search for the enclosing tetrahedron
* is quite different. In the 3D case, the closest previously inserted point
* point is found, and then the connected tetrahedra are searched to find
* the containing one. (In 2D, a "walk" towards the enclosing triangle is
* performed.) If the triangulation is Delaunay, then an enclosing tetrahedron
* will be found. However, in degenerate cases an enclosing tetrahedron may
* not be found and the point will be rejected.
*
* @sa
* vtkDelaunay2D vtkGaussianSplatter vtkUnstructuredGrid
*/
#ifndef vtkDelaunay3D_h
#define vtkDelaunay3D_h
#include "vtkFiltersCoreModule.h" // For export macro
#include "vtkUnstructuredGridAlgorithm.h"
class vtkIdList;
class vtkPointLocator;
class vtkPointSet;
class vtkPoints;
class vtkTetraArray;
class vtkIncrementalPointLocator;
class VTKFILTERSCORE_EXPORT vtkDelaunay3D : public vtkUnstructuredGridAlgorithm
{
public:
vtkTypeMacro(vtkDelaunay3D, vtkUnstructuredGridAlgorithm);
void PrintSelf(ostream& os, vtkIndent indent) override;
/**
* Construct object with Alpha = 0.0; Tolerance = 0.001; Offset = 2.5;
* BoundingTriangulation turned off.
*/
static vtkDelaunay3D* New();
//@{
/**
* Specify alpha (or distance) value to control output of this filter. For
* a non-zero alpha value, only verts, edges, faces, or tetra contained
* within the circumsphere (of radius alpha) will be output. Otherwise,
* only tetrahedra will be output. Note that the flags AlphaTets, AlphaTris,
* AlphaLines, and AlphaVerts control whether these primitives are output
* when Alpha is non-zero. (By default all tets, triangles, lines and verts
* satisfying the alpha shape criterion are output.)
*/
vtkSetClampMacro(Alpha, double, 0.0, VTK_DOUBLE_MAX);
vtkGetMacro(Alpha, double);
//@}
//@{
/**
* Boolean controls whether tetrahedra are output for non-zero alpha values.
*/
vtkSetMacro(AlphaTets, vtkTypeBool);
vtkGetMacro(AlphaTets, vtkTypeBool);
vtkBooleanMacro(AlphaTets, vtkTypeBool);
//@}
//@{
/**
* Boolean controls whether triangles are output for non-zero alpha values.
*/
vtkSetMacro(AlphaTris, vtkTypeBool);
vtkGetMacro(AlphaTris, vtkTypeBool);
vtkBooleanMacro(AlphaTris, vtkTypeBool);
//@}
//@{
/**
* Boolean controls whether lines are output for non-zero alpha values.
*/
vtkSetMacro(AlphaLines, vtkTypeBool);
vtkGetMacro(AlphaLines, vtkTypeBool);
vtkBooleanMacro(AlphaLines, vtkTypeBool);
//@}
//@{
/**
* Boolean controls whether vertices are output for non-zero alpha values.
*/
vtkSetMacro(AlphaVerts, vtkTypeBool);
vtkGetMacro(AlphaVerts, vtkTypeBool);
vtkBooleanMacro(AlphaVerts, vtkTypeBool);
//@}
//@{
/**
* Specify a tolerance to control discarding of closely spaced points.
* This tolerance is specified as a fraction of the diagonal length of
* the bounding box of the points.
*/
vtkSetClampMacro(Tolerance, double, 0.0, 1.0);
vtkGetMacro(Tolerance, double);
//@}
//@{
/**
* Specify a multiplier to control the size of the initial, bounding
* Delaunay triangulation.
*/
vtkSetClampMacro(Offset, double, 2.5, VTK_DOUBLE_MAX);
vtkGetMacro(Offset, double);
//@}
//@{
/**
* Boolean controls whether bounding triangulation points (and associated
* triangles) are included in the output. (These are introduced as an
* initial triangulation to begin the triangulation process. This feature
* is nice for debugging output.)
*/
vtkSetMacro(BoundingTriangulation, vtkTypeBool);
vtkGetMacro(BoundingTriangulation, vtkTypeBool);
vtkBooleanMacro(BoundingTriangulation, vtkTypeBool);
//@}
//@{
/**
* Set / get a spatial locator for merging points. By default,
* an instance of vtkPointLocator is used.
*/
void SetLocator(vtkIncrementalPointLocator* locator);
vtkGetObjectMacro(Locator, vtkIncrementalPointLocator);
//@}
/**
* Create default locator. Used to create one when none is specified. The
* locator is used to eliminate "coincident" points.
*/
void CreateDefaultLocator();
/**
* This is a helper method used with InsertPoint() to create
* tetrahedronalizations of points. Its purpose is construct an initial
* Delaunay triangulation into which to inject other points. You must
* specify the center of a cubical bounding box and its length, as well
* as the number of points to insert. The method returns a pointer to
* an unstructured grid. Use this pointer to manipulate the mesh as
* necessary. You must delete (with Delete()) the mesh when done.
* Note: This initialization method places points forming bounding octahedron
* at the end of the Mesh's point list. That is, InsertPoint() assumes that
* you will be inserting points between (0,numPtsToInsert-1).
*/
vtkUnstructuredGrid* InitPointInsertion(
double center[3], double length, vtkIdType numPts, vtkPoints*& pts);
/**
* This is a helper method used with InitPointInsertion() to create
* tetrahedronalizations of points. Its purpose is to inject point at
* coordinates specified into tetrahedronalization. The point id is an index
* into the list of points in the mesh structure. (See
* vtkDelaunay3D::InitPointInsertion() for more information.) When you have
* completed inserting points, traverse the mesh structure to extract desired
* tetrahedra (or tetra faces and edges).The holeTetras id list lists all the
* tetrahedra that are deleted (invalid) in the mesh structure.
*/
void InsertPoint(
vtkUnstructuredGrid* Mesh, vtkPoints* points, vtkIdType id, double x[3], vtkIdList* holeTetras);
/**
* Invoke this method after all points have been inserted. The purpose of
* the method is to clean up internal data structures. Note that the
* (vtkUnstructuredGrid *)Mesh returned from InitPointInsertion() is NOT
* deleted, you still are responsible for cleaning that up.
*/
void EndPointInsertion();
/**
* Return the MTime also considering the locator.
*/
vtkMTimeType GetMTime() override;
//@{
/**
* 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.
*/
vtkSetMacro(OutputPointsPrecision, int);
vtkGetMacro(OutputPointsPrecision, int);
//@}
protected:
vtkDelaunay3D();
~vtkDelaunay3D() override;
int RequestData(vtkInformation*, vtkInformationVector**, vtkInformationVector*) override;
double Alpha;
vtkTypeBool AlphaTets;
vtkTypeBool AlphaTris;
vtkTypeBool AlphaLines;
vtkTypeBool AlphaVerts;
double Tolerance;
vtkTypeBool BoundingTriangulation;
double Offset;
int OutputPointsPrecision;
vtkIncrementalPointLocator* Locator; // help locate points faster
vtkTetraArray* TetraArray; // used to keep track of circumspheres/neighbors
int FindTetra(vtkUnstructuredGrid* Mesh, double x[3], vtkIdType tetId, int depth);
int InSphere(double x[3], vtkIdType tetraId);
void InsertTetra(vtkUnstructuredGrid* Mesh, vtkPoints* pts, vtkIdType tetraId);
int NumberOfDuplicatePoints; // keep track of bad data
int NumberOfDegeneracies;
// Keep track of number of references to points to avoid new/delete calls
int* References;
vtkIdType FindEnclosingFaces(double x[3], vtkUnstructuredGrid* Mesh, vtkIdList* tetras,
vtkIdList* faces, vtkIncrementalPointLocator* Locator);
int FillInputPortInformation(int, vtkInformation*) override;
private: // members added for performance
vtkIdList* Tetras; // used in InsertPoint
vtkIdList* Faces; // used in InsertPoint
vtkIdList* CheckedTetras; // used by InsertPoint
private:
vtkDelaunay3D(const vtkDelaunay3D&) = delete;
void operator=(const vtkDelaunay3D&) = delete;
};
#endif