<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> <html><head><meta http-equiv="Content-Type" content="text/html;charset=UTF-8"> <title>MPQC: surf.h Source File</title> <link href="tabs.css" rel="stylesheet" type="text/css"> <link href="doxygen.css" rel="stylesheet" type="text/css"> </head><body> <!-- Generated by Doxygen 1.5.9 --> <div class="navigation" id="top"> <div class="tabs"> <ul> <li><a href="index.html"><span>Main Page</span></a></li> <li><a href="pages.html"><span>Related Pages</span></a></li> <li><a href="annotated.html"><span>Classes</span></a></li> <li class="current"><a href="files.html"><span>Files</span></a></li> </ul> </div> <div class="tabs"> <ul> <li><a href="files.html"><span>File List</span></a></li> </ul> </div> <h1>surf.h</h1><div class="fragment"><pre class="fragment"><a name="l00001"></a>00001 <span class="comment">//</span> <a name="l00002"></a>00002 <span class="comment">// surf.h</span> <a name="l00003"></a>00003 <span class="comment">//</span> <a name="l00004"></a>00004 <span class="comment">// Copyright (C) 1996 Limit Point Systems, Inc.</span> <a name="l00005"></a>00005 <span class="comment">//</span> <a name="l00006"></a>00006 <span class="comment">// Author: Curtis Janssen <cljanss@limitpt.com></span> <a name="l00007"></a>00007 <span class="comment">// Maintainer: LPS</span> <a name="l00008"></a>00008 <span class="comment">//</span> <a name="l00009"></a>00009 <span class="comment">// This file is part of the SC Toolkit.</span> <a name="l00010"></a>00010 <span class="comment">//</span> <a name="l00011"></a>00011 <span class="comment">// The SC Toolkit is free software; you can redistribute it and/or modify</span> <a name="l00012"></a>00012 <span class="comment">// it under the terms of the GNU Library General Public License as published by</span> <a name="l00013"></a>00013 <span class="comment">// the Free Software Foundation; either version 2, or (at your option)</span> <a name="l00014"></a>00014 <span class="comment">// any later version.</span> <a name="l00015"></a>00015 <span class="comment">//</span> <a name="l00016"></a>00016 <span class="comment">// The SC Toolkit is distributed in the hope that it will be useful,</span> <a name="l00017"></a>00017 <span class="comment">// but WITHOUT ANY WARRANTY; without even the implied warranty of</span> <a name="l00018"></a>00018 <span class="comment">// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the</span> <a name="l00019"></a>00019 <span class="comment">// GNU Library General Public License for more details.</span> <a name="l00020"></a>00020 <span class="comment">//</span> <a name="l00021"></a>00021 <span class="comment">// You should have received a copy of the GNU Library General Public License</span> <a name="l00022"></a>00022 <span class="comment">// along with the SC Toolkit; see the file COPYING.LIB. If not, write to</span> <a name="l00023"></a>00023 <span class="comment">// the Free Software Foundation, 675 Mass Ave, Cambridge, MA 02139, USA.</span> <a name="l00024"></a>00024 <span class="comment">//</span> <a name="l00025"></a>00025 <span class="comment">// The U.S. Government is granted a limited license as per AL 91-7.</span> <a name="l00026"></a>00026 <span class="comment">//</span> <a name="l00027"></a>00027 <a name="l00028"></a>00028 <span class="preprocessor">#ifndef _math_isosurf_surf_h</span> <a name="l00029"></a>00029 <span class="preprocessor"></span><span class="preprocessor">#define _math_isosurf_surf_h</span> <a name="l00030"></a>00030 <span class="preprocessor"></span> <a name="l00031"></a>00031 <span class="preprocessor">#ifdef __GNUC__</span> <a name="l00032"></a>00032 <span class="preprocessor"></span><span class="preprocessor">#pragma interface</span> <a name="l00033"></a>00033 <span class="preprocessor"></span><span class="preprocessor">#endif</span> <a name="l00034"></a>00034 <span class="preprocessor"></span> <a name="l00035"></a>00035 <span class="preprocessor">#ifdef HAVE_CONFIG_H</span> <a name="l00036"></a>00036 <span class="preprocessor"></span><span class="preprocessor">#include <scconfig.h></span> <a name="l00037"></a>00037 <span class="preprocessor">#endif</span> <a name="l00038"></a>00038 <span class="preprocessor"></span> <a name="l00039"></a>00039 <span class="preprocessor">#include <map></span> <a name="l00040"></a>00040 <span class="preprocessor">#include <set></span> <a name="l00041"></a>00041 <span class="preprocessor">#include <vector></span> <a name="l00042"></a>00042 <a name="l00043"></a>00043 <span class="preprocessor">#include <math/isosurf/triangle.h></span> <a name="l00044"></a>00044 <span class="preprocessor">#include <math/isosurf/volume.h></span> <a name="l00045"></a>00045 <span class="preprocessor">#include <util/render/render.h></span> <a name="l00046"></a>00046 <a name="l00047"></a>00047 <span class="keyword">namespace </span>sc { <a name="l00048"></a>00048 <a name="l00049"></a>00049 <span class="keyword">template</span> <<span class="keyword">class</span> C, <span class="keyword">class</span> I> <a name="l00050"></a>00050 <span class="keyword">inline</span> <span class="keywordtype">void</span> <a name="l00051"></a>00051 erase_elements_by_value(C &container, I begin, I end) <a name="l00052"></a>00052 { <a name="l00053"></a>00053 <span class="keywordflow">for</span> (I i=begin; i!=end; i++) { <a name="l00054"></a>00054 container.erase(*i); <a name="l00055"></a>00055 } <a name="l00056"></a>00056 } <a name="l00057"></a>00057 <a name="l00058"></a>00058 <span class="keyword">class </span>TriangulatedSurface: <span class="keyword">public</span> DescribedClass { <a name="l00059"></a>00059 <span class="keyword">protected</span>: <a name="l00060"></a>00060 <span class="keywordtype">int</span> _verbose; <a name="l00061"></a>00061 <span class="keywordtype">int</span> _debug; <a name="l00062"></a>00062 <a name="l00063"></a>00063 <span class="keywordtype">int</span> _completed_surface; <a name="l00064"></a>00064 <a name="l00065"></a>00065 <span class="comment">// sets of objects that make up the surface</span> <a name="l00066"></a>00066 std::set<Ref<Vertex> > _vertices; <a name="l00067"></a>00067 std::set<Ref<Edge> > _edges; <a name="l00068"></a>00068 std::set<Ref<Triangle> > _triangles; <a name="l00069"></a>00069 <a name="l00070"></a>00070 <span class="comment">// map objects to an integer index</span> <a name="l00071"></a>00071 std::map<Ref<Vertex>,<span class="keywordtype">int</span>> _vertex_to_index; <a name="l00072"></a>00072 std::map<Ref<Edge>,<span class="keywordtype">int</span>> _edge_to_index; <a name="l00073"></a>00073 std::map<Ref<Triangle>,<span class="keywordtype">int</span>> _triangle_to_index; <a name="l00074"></a>00074 <a name="l00075"></a>00075 <span class="comment">// map integer indices to an object</span> <a name="l00076"></a>00076 std::vector<Ref<Vertex> > _index_to_vertex; <a name="l00077"></a>00077 std::vector<Ref<Edge> > _index_to_edge; <a name="l00078"></a>00078 std::vector<Ref<Triangle> > _index_to_triangle; <a name="l00079"></a>00079 <a name="l00080"></a>00080 <span class="comment">// mappings between array element numbers</span> <a name="l00081"></a>00081 <span class="keywordtype">int</span>** _triangle_vertex; <a name="l00082"></a>00082 <span class="keywordtype">int</span>** _triangle_edge; <a name="l00083"></a>00083 <span class="keywordtype">int</span>** _edge_vertex; <a name="l00084"></a>00084 <a name="l00085"></a>00085 <span class="comment">// values for each of the vertices</span> <a name="l00086"></a>00086 <span class="keywordtype">int</span> _have_values; <a name="l00087"></a>00087 std::vector<double> _values; <a name="l00088"></a>00088 <a name="l00089"></a>00089 <span class="comment">// what to use to integrate over the surface, by default</span> <a name="l00090"></a>00090 Ref<TriangleIntegrator> _integrator; <a name="l00091"></a>00091 <span class="comment">// other integrators, in terms of time & accuracy:</span> <a name="l00092"></a>00092 <span class="comment">// _fast_integrator <= _integrator <= _accurate_interator</span> <a name="l00093"></a>00093 Ref<TriangleIntegrator> _fast_integrator; <a name="l00094"></a>00094 Ref<TriangleIntegrator> _accurate_integrator; <a name="l00095"></a>00095 <a name="l00096"></a>00096 <span class="keywordtype">void</span> clear_int_arrays(); <a name="l00097"></a>00097 <a name="l00098"></a>00098 <span class="keywordtype">void</span> complete_ref_arrays(); <a name="l00099"></a>00099 <span class="keywordtype">void</span> complete_int_arrays(); <a name="l00100"></a>00100 <a name="l00101"></a>00101 <span class="keywordtype">void</span> recompute_index_maps(); <a name="l00102"></a>00102 <a name="l00103"></a>00103 <span class="keywordtype">void</span> add_triangle(<span class="keyword">const</span> Ref<Triangle>&); <a name="l00104"></a>00104 <span class="keywordtype">void</span> add_vertex(<span class="keyword">const</span> Ref<Vertex>&); <a name="l00105"></a>00105 <span class="keywordtype">void</span> add_edge(<span class="keyword">const</span> Ref<Edge>&); <a name="l00106"></a>00106 <a name="l00107"></a>00107 <span class="comment">// these members must be used to allocate new triangles and edges</span> <a name="l00108"></a>00108 <span class="comment">// since specializations of TriangulatedSurface might need to</span> <a name="l00109"></a>00109 <span class="comment">// override these to produce triangles and edges with interpolation</span> <a name="l00110"></a>00110 <span class="comment">// data.</span> <a name="l00111"></a>00111 <span class="keyword">virtual</span> Triangle* newTriangle(<span class="keyword">const</span> Ref<Edge>&, <a name="l00112"></a>00112 <span class="keyword">const</span> Ref<Edge>&, <a name="l00113"></a>00113 <span class="keyword">const</span> Ref<Edge>&, <a name="l00114"></a>00114 <span class="keywordtype">int</span> orientation) <span class="keyword">const</span>; <a name="l00115"></a>00115 <span class="keyword">virtual</span> Edge* newEdge(<span class="keyword">const</span> Ref<Vertex>&,<span class="keyword">const</span> Ref<Vertex>&) <span class="keyword">const</span>; <a name="l00116"></a>00116 <a name="l00117"></a>00117 <span class="comment">// this map of edges to vertices is used to construct the surface</span> <a name="l00118"></a>00118 std::map<Ref<Vertex>,std::set<Ref<Edge> > > _tmp_edges; <a name="l00119"></a>00119 <span class="keyword">public</span>: <a name="l00120"></a>00120 TriangulatedSurface(); <a name="l00121"></a>00121 TriangulatedSurface(<span class="keyword">const</span> Ref<KeyVal>&); <a name="l00122"></a>00122 <span class="keyword">virtual</span> ~TriangulatedSurface(); <a name="l00123"></a>00123 <a name="l00124"></a>00124 <span class="comment">// control printing</span> <a name="l00125"></a>00125 <span class="keywordtype">int</span> verbose()<span class="keyword"> const </span>{ <span class="keywordflow">return</span> _verbose; } <a name="l00126"></a>00126 <span class="keywordtype">void</span> verbose(<span class="keywordtype">int</span> v) { _verbose = v; } <a name="l00127"></a>00127 <a name="l00128"></a>00128 <span class="comment">// set up an integrator</span> <a name="l00129"></a>00129 <span class="keywordtype">void</span> set_integrator(<span class="keyword">const</span> Ref<TriangleIntegrator>&); <a name="l00130"></a>00130 <span class="keywordtype">void</span> set_fast_integrator(<span class="keyword">const</span> Ref<TriangleIntegrator>&); <a name="l00131"></a>00131 <span class="keywordtype">void</span> set_accurate_integrator(<span class="keyword">const</span> Ref<TriangleIntegrator>&); <a name="l00132"></a>00132 <span class="keyword">virtual</span> Ref<TriangleIntegrator> integrator(<span class="keywordtype">int</span> itri); <a name="l00133"></a>00133 <span class="keyword">virtual</span> Ref<TriangleIntegrator> fast_integrator(<span class="keywordtype">int</span> itri); <a name="l00134"></a>00134 <span class="keyword">virtual</span> Ref<TriangleIntegrator> accurate_integrator(<span class="keywordtype">int</span> itri); <a name="l00135"></a>00135 <a name="l00136"></a>00136 <span class="comment">// construct the surface</span> <a name="l00137"></a>00137 <span class="keywordtype">void</span> add_triangle(<span class="keyword">const</span> Ref<Vertex>&, <a name="l00138"></a>00138 <span class="keyword">const</span> Ref<Vertex>&, <a name="l00139"></a>00139 <span class="keyword">const</span> Ref<Vertex>&); <a name="l00140"></a>00140 Ref<Edge> find_edge(<span class="keyword">const</span> Ref<Vertex>&, <span class="keyword">const</span> Ref<Vertex>&); <a name="l00141"></a>00141 <span class="keyword">virtual</span> <span class="keywordtype">void</span> complete_surface(); <a name="l00142"></a>00142 <a name="l00143"></a>00143 <span class="comment">// clean up the surface</span> <a name="l00144"></a>00144 <span class="keyword">virtual</span> <span class="keywordtype">void</span> remove_short_edges(<span class="keywordtype">double</span> cutoff_length = 1.0e-6, <a name="l00145"></a>00145 <span class="keyword">const</span> Ref<Volume> &vol=0, <span class="keywordtype">double</span> isoval=0.0); <a name="l00146"></a>00146 <span class="keyword">virtual</span> <span class="keywordtype">void</span> remove_slender_triangles( <a name="l00147"></a>00147 <span class="keywordtype">int</span> remove_slender, <span class="keywordtype">double</span> height_cutoff, <a name="l00148"></a>00148 <span class="keywordtype">int</span> remove_small, <span class="keywordtype">double</span> area_cutoff, <a name="l00149"></a>00149 <span class="keyword">const</span> Ref<Volume> &vol=0, <span class="keywordtype">double</span> isoval=0.0); <a name="l00150"></a>00150 <span class="keyword">virtual</span> <span class="keywordtype">void</span> fix_orientation(); <a name="l00151"></a>00151 <span class="keyword">virtual</span> <span class="keywordtype">void</span> clear(); <a name="l00152"></a>00152 <a name="l00153"></a>00153 <span class="comment">// get information from the object sets</span> <a name="l00154"></a>00154 <span class="keywordtype">int</span> nvertex()<span class="keyword"> const </span>{ <span class="keywordflow">return</span> _vertices.size(); }; <a name="l00155"></a>00155 Ref<Vertex> vertex(<span class="keywordtype">int</span> i)<span class="keyword"> const </span>{ <span class="keywordflow">return</span> _index_to_vertex[i]; }; <a name="l00156"></a>00156 <span class="keywordtype">int</span> vertex_index(<span class="keyword">const</span> Ref<Vertex> &o) { <a name="l00157"></a>00157 std::map<Ref<Vertex>,<span class="keywordtype">int</span>>::iterator i = _vertex_to_index.find(o); <a name="l00158"></a>00158 <span class="keywordflow">if</span> (i != _vertex_to_index.end()) <span class="keywordflow">return</span> i->second; <a name="l00159"></a>00159 <span class="keywordflow">return</span> -1; <a name="l00160"></a>00160 } <a name="l00161"></a>00161 <span class="keywordtype">int</span> nedge()<span class="keyword"> const </span>{ <span class="keywordflow">return</span> _edges.size(); }; <a name="l00162"></a>00162 Ref<Edge> edge(<span class="keywordtype">int</span> i)<span class="keyword"> const </span>{ <span class="keywordflow">return</span> _index_to_edge[i]; }; <a name="l00163"></a>00163 <span class="keywordtype">int</span> edge_index(<span class="keyword">const</span> Ref<Edge> &o) { <a name="l00164"></a>00164 std::map<Ref<Edge>,<span class="keywordtype">int</span>>::iterator i = _edge_to_index.find(o); <a name="l00165"></a>00165 <span class="keywordflow">if</span> (i != _edge_to_index.end()) <span class="keywordflow">return</span> i->second; <a name="l00166"></a>00166 <span class="keywordflow">return</span> -1; <a name="l00167"></a>00167 } <a name="l00168"></a>00168 <span class="keywordtype">int</span> ntriangle()<span class="keyword"> const </span>{ <span class="keywordflow">return</span> _triangles.size(); }; <a name="l00169"></a>00169 Ref<Triangle> triangle(<span class="keywordtype">int</span> i)<span class="keyword"> const </span>{ <span class="keywordflow">return</span> _index_to_triangle[i]; } <a name="l00170"></a>00170 <span class="keywordtype">int</span> triangle_index(<span class="keyword">const</span> Ref<Triangle> &o) { <a name="l00171"></a>00171 std::map<Ref<Triangle>,<span class="keywordtype">int</span>>::iterator i = _triangle_to_index.find(o); <a name="l00172"></a>00172 <span class="keywordflow">if</span> (i != _triangle_to_index.end()) <span class="keywordflow">return</span> i->second; <a name="l00173"></a>00173 <span class="keywordflow">return</span> -1; <a name="l00174"></a>00174 } <a name="l00175"></a>00175 <a name="l00176"></a>00176 <span class="comment">// information from the index mappings</span> <a name="l00177"></a>00177 <span class="keywordtype">int</span> triangle_vertex(<span class="keywordtype">int</span> i,<span class="keywordtype">int</span> j)<span class="keyword"> const </span>{ <span class="keywordflow">return</span> _triangle_vertex[i][j]; }; <a name="l00178"></a>00178 <span class="keywordtype">int</span> triangle_edge(<span class="keywordtype">int</span> i,<span class="keywordtype">int</span> j)<span class="keyword"> const </span>{ <span class="keywordflow">return</span> _triangle_edge[i][j]; }; <a name="l00179"></a>00179 <span class="keywordtype">int</span> edge_vertex(<span class="keywordtype">int</span> i,<span class="keywordtype">int</span> j)<span class="keyword"> const </span>{ <span class="keywordflow">return</span> _edge_vertex[i][j]; }; <a name="l00180"></a>00180 <a name="l00181"></a>00181 <span class="comment">// associate values with vertices</span> <a name="l00182"></a>00182 <span class="comment">//void compute_colors(Volume&);</span> <a name="l00183"></a>00183 <span class="keywordtype">void</span> compute_values(Ref<Volume>&); <a name="l00184"></a>00184 <a name="l00185"></a>00185 <span class="comment">// properties of the surface</span> <a name="l00186"></a>00186 <span class="keyword">virtual</span> <span class="keywordtype">double</span> flat_area(); <span class="comment">// use flat triangles</span> <a name="l00187"></a>00187 <span class="keyword">virtual</span> <span class="keywordtype">double</span> flat_volume(); <span class="comment">// use flat triangles</span> <a name="l00188"></a>00188 <span class="keyword">virtual</span> <span class="keywordtype">double</span> area(); <a name="l00189"></a>00189 <span class="keyword">virtual</span> <span class="keywordtype">double</span> volume(); <a name="l00190"></a>00190 <a name="l00191"></a>00191 <span class="comment">// output of the surface</span> <a name="l00192"></a>00192 <span class="keyword">virtual</span> <span class="keywordtype">void</span> print(std::ostream&o=<a class="code" href="classsc_1_1ExEnv.html#360216acd1f990e999c0ed46cb350b1f" title="Return an ostream that writes from node 0.">ExEnv::out0</a>()) <span class="keyword">const</span>; <a name="l00193"></a>00193 <span class="keyword">virtual</span> <span class="keywordtype">void</span> print_vertices_and_triangles(std::ostream&o=<a class="code" href="classsc_1_1ExEnv.html#360216acd1f990e999c0ed46cb350b1f" title="Return an ostream that writes from node 0.">ExEnv::out0</a>()) <span class="keyword">const</span>; <a name="l00194"></a>00194 <span class="keyword">virtual</span> <span class="keywordtype">void</span> print_geomview_format(std::ostream&o=<a class="code" href="classsc_1_1ExEnv.html#360216acd1f990e999c0ed46cb350b1f" title="Return an ostream that writes from node 0.">ExEnv::out0</a>()) <span class="keyword">const</span>; <a name="l00195"></a>00195 <span class="keyword">virtual</span> <span class="keywordtype">void</span> render(<span class="keyword">const</span> Ref<Render> &render); <a name="l00196"></a>00196 <a name="l00197"></a>00197 <span class="comment">// print information about the topology</span> <a name="l00198"></a>00198 <span class="keywordtype">void</span> topology_info(std::ostream&o=<a class="code" href="classsc_1_1ExEnv.html#360216acd1f990e999c0ed46cb350b1f" title="Return an ostream that writes from node 0.">ExEnv::out0</a>()); <a name="l00199"></a>00199 <span class="keywordtype">void</span> topology_info(<span class="keywordtype">int</span> nvertex, <span class="keywordtype">int</span> nedge, <span class="keywordtype">int</span> ntri, std::ostream&o=<a class="code" href="classsc_1_1ExEnv.html#360216acd1f990e999c0ed46cb350b1f" title="Return an ostream that writes from node 0.">ExEnv::out0</a>()); <a name="l00200"></a>00200 }; <a name="l00201"></a>00201 <a name="l00202"></a>00202 <a name="l00203"></a>00203 <span class="keyword">class </span>TriangulatedSurfaceIntegrator { <a name="l00204"></a>00204 <span class="keyword">private</span>: <a name="l00205"></a>00205 Ref<TriangulatedSurface> _ts; <a name="l00206"></a>00206 <span class="keywordtype">int</span> _itri; <a name="l00207"></a>00207 <span class="keywordtype">int</span> _irs; <a name="l00208"></a>00208 <span class="keywordtype">double</span> _r; <a name="l00209"></a>00209 <span class="keywordtype">double</span> _s; <a name="l00210"></a>00210 <span class="keywordtype">double</span> _weight; <a name="l00211"></a>00211 <span class="keywordtype">double</span> _surface_element; <a name="l00212"></a>00212 Ref<Vertex> _current; <a name="l00213"></a>00213 SCVector3 _dA; <a name="l00214"></a>00214 Ref<TriangleIntegrator> (TriangulatedSurface::*_integrator)(<span class="keywordtype">int</span> itri); <a name="l00215"></a>00215 Ref<MessageGrp> _grp; <a name="l00216"></a>00216 <span class="keyword">public</span>: <a name="l00217"></a>00217 TriangulatedSurfaceIntegrator(); <a name="l00218"></a>00218 <span class="comment">// the surface cannot be changed until this is destroyed</span> <a name="l00219"></a>00219 TriangulatedSurfaceIntegrator(<span class="keyword">const</span> Ref<TriangulatedSurface>&); <a name="l00220"></a>00220 ~TriangulatedSurfaceIntegrator(); <a name="l00221"></a>00221 <span class="comment">// Objects initialized by these operators are not automatically</span> <a name="l00222"></a>00222 <span class="comment">// updated. This must be done with the update member.</span> <a name="l00223"></a>00223 <span class="comment">// The _grp is not copied.</span> <a name="l00224"></a>00224 <span class="keywordtype">void</span> operator = (<span class="keyword">const</span> TriangulatedSurfaceIntegrator&); <a name="l00225"></a>00225 TriangulatedSurfaceIntegrator(<span class="keyword">const</span> TriangulatedSurfaceIntegrator&i) { <a name="l00226"></a>00226 operator = (i); <a name="l00227"></a>00227 } <a name="l00228"></a>00228 <span class="comment">// Return the number of integration points.</span> <a name="l00229"></a>00229 <span class="keywordtype">int</span> n(); <a name="l00230"></a>00230 <span class="comment">// Assign the surface. Don't do this while iterating.</span> <a name="l00231"></a>00231 <span class="keywordtype">void</span> set_surface(<span class="keyword">const</span> Ref<TriangulatedSurface>&); <a name="l00232"></a>00232 <span class="comment">// returns the number of the vertex in the current triangle</span> <a name="l00233"></a>00233 <span class="keywordtype">int</span> vertex_number(<span class="keywordtype">int</span> i); <a name="l00234"></a>00234 <span class="keyword">inline</span> <span class="keywordtype">double</span> r()<span class="keyword"> const </span>{ <span class="keywordflow">return</span> _r; } <a name="l00235"></a>00235 <span class="keyword">inline</span> <span class="keywordtype">double</span> s()<span class="keyword"> const </span>{ <span class="keywordflow">return</span> _s; } <a name="l00236"></a>00236 <span class="keyword">inline</span> <span class="keywordtype">double</span> w()<span class="keyword"> const </span>{ <span class="keywordflow">return</span> _weight*_surface_element; } <a name="l00237"></a>00237 <span class="keywordtype">double</span> surface_element()<span class="keyword"> const </span>{ <span class="keywordflow">return</span> _surface_element; } <a name="l00238"></a>00238 <span class="keywordtype">double</span> weight()<span class="keyword"> const </span>{ <span class="keywordflow">return</span> _weight; } <a name="l00239"></a>00239 <span class="keyword">const</span> SCVector3& dA()<span class="keyword"> const </span>{ <span class="keywordflow">return</span> _dA; } <a name="l00240"></a>00240 Ref<Vertex> current(); <a name="l00241"></a>00241 <span class="comment">// Tests to see if this point is valid, if it is then</span> <a name="l00242"></a>00242 <span class="comment">// _r, _s, etc are computed and 1 is returned.</span> <a name="l00243"></a>00243 <span class="keywordtype">int</span> update(); <a name="l00244"></a>00244 <span class="comment">// This can be used to loop through unique pairs of points.</span> <a name="l00245"></a>00245 <span class="comment">// The argument should be a TriangulatedSurfaceIntegrator for</span> <a name="l00246"></a>00246 <span class="comment">// the same surface as this.</span> <a name="l00247"></a>00247 <span class="keywordtype">int</span> operator < (TriangulatedSurfaceIntegrator&i) { <a name="l00248"></a>00248 update(); <a name="l00249"></a>00249 <span class="keywordflow">return</span> _itri<i._itri?1:(_itri>i._itri?0:(_irs<i._irs?1:0)); <a name="l00250"></a>00250 } <a name="l00251"></a>00251 <span class="comment">// Goes to the next point. Does not update.</span> <a name="l00252"></a>00252 <span class="keywordtype">void</span> operator++(); <a name="l00253"></a>00253 <span class="keyword">inline</span> <span class="keywordtype">void</span> operator++(<span class="keywordtype">int</span>) { operator++(); } <a name="l00254"></a>00254 <span class="comment">// setting TSI = i sets TSI to begin at the triangle i</span> <a name="l00255"></a>00255 <span class="keywordtype">int</span> operator = (<span class="keywordtype">int</span>); <a name="l00256"></a>00256 <span class="keywordtype">int</span> itri()<span class="keyword"> const </span>{ <span class="keywordflow">return</span> _itri; } <a name="l00257"></a>00257 <span class="keywordtype">int</span> irs()<span class="keyword"> const </span>{ <span class="keywordflow">return</span> _irs; } <a name="l00258"></a>00258 <span class="comment">// the number of points in the current triangle</span> <a name="l00259"></a>00259 <span class="keywordtype">int</span> n_in_tri()<span class="keyword"> const </span>{ <span class="keywordflow">return</span> (_ts.pointer()->*_integrator)(_itri)->n(); } <a name="l00260"></a>00260 <span class="keywordtype">void</span> distribute(<span class="keyword">const</span> Ref<MessageGrp> &); <a name="l00261"></a>00261 <span class="keywordtype">void</span> use_fast_integrator(); <a name="l00262"></a>00262 <span class="keywordtype">void</span> use_accurate_integrator(); <a name="l00263"></a>00263 <span class="keywordtype">void</span> use_default_integrator(); <a name="l00264"></a>00264 }; <a name="l00265"></a>00265 <a name="l00266"></a>00266 <span class="keyword">class </span>TriangulatedImplicitSurface: <span class="keyword">public</span> TriangulatedSurface { <a name="l00267"></a>00267 <span class="keyword">private</span>: <a name="l00268"></a>00268 <span class="comment">// The surface is defined as an isosurface of the volume vol_.</span> <a name="l00269"></a>00269 Ref<Volume> vol_; <a name="l00270"></a>00270 <span class="keywordtype">double</span> isovalue_; <a name="l00271"></a>00271 <a name="l00272"></a>00272 <span class="keywordtype">int</span> fix_orientation_; <a name="l00273"></a>00273 <span class="keywordtype">int</span> remove_short_edges_; <a name="l00274"></a>00274 <span class="keywordtype">double</span> short_edge_factor_; <a name="l00275"></a>00275 <span class="keywordtype">int</span> remove_slender_triangles_; <a name="l00276"></a>00276 <span class="keywordtype">double</span> slender_triangle_factor_; <a name="l00277"></a>00277 <span class="keywordtype">int</span> remove_small_triangles_; <a name="l00278"></a>00278 <span class="keywordtype">double</span> small_triangle_factor_; <a name="l00279"></a>00279 <span class="keywordtype">double</span> resolution_; <a name="l00280"></a>00280 <a name="l00281"></a>00281 <span class="keywordtype">int</span> order_; <a name="l00282"></a>00282 <a name="l00283"></a>00283 <span class="keywordtype">int</span> inited_; <a name="l00284"></a>00284 <span class="keyword">public</span>: <a name="l00285"></a>00285 TriangulatedImplicitSurface(<span class="keyword">const</span> Ref<KeyVal>&); <a name="l00286"></a>00286 ~TriangulatedImplicitSurface(); <a name="l00287"></a>00287 <a name="l00288"></a>00288 Ref<Volume> volume_object()<span class="keyword"> const </span>{ <span class="keywordflow">return</span> vol_; } <a name="l00289"></a>00289 <span class="keywordtype">double</span> isovalue()<span class="keyword"> const </span>{ <span class="keywordflow">return</span> isovalue_; } <a name="l00290"></a>00290 <a name="l00291"></a>00291 <span class="keywordtype">void</span> init(); <a name="l00292"></a>00292 <span class="keywordtype">int</span> inited()<span class="keyword"> const </span>{ <span class="keywordflow">return</span> inited_; } <a name="l00293"></a>00293 }; <a name="l00294"></a>00294 <a name="l00295"></a>00295 } <a name="l00296"></a>00296 <a name="l00297"></a>00297 <span class="preprocessor">#endif</span> <a name="l00298"></a>00298 <span class="preprocessor"></span> <a name="l00299"></a>00299 <span class="comment">// Local Variables:</span> <a name="l00300"></a>00300 <span class="comment">// mode: c++</span> <a name="l00301"></a>00301 <span class="comment">// c-file-style: "CLJ"</span> <a name="l00302"></a>00302 <span class="comment">// End:</span> </pre></div></div> <hr> <address> <small> Generated at Wed Oct 14 14:12:11 2009 for <a href="http://www.mpqc.org">MPQC</a> 2.3.1 using the documentation package <a href="http://www.doxygen.org">Doxygen</a> 1.5.9. </small> </address> </body> </html>