/** * Constructs a triangule Face from vertices v0, v1, and v2. * * @param v0 first vertex * @param v1 second vertex * @param v2 third vertex */ public static Face createTriangle(Vertex v0, Vertex v1, Vertex v2, double minArea) { Face face = new Face(); HalfEdge he0 = new HalfEdge(v0, face); HalfEdge he1 = new HalfEdge(v1, face); HalfEdge he2 = new HalfEdge(v2, face); he0.prev = he2; he0.next = he1; he1.prev = he0; he1.next = he2; he2.prev = he1; he2.next = he0; face.he0 = he0; // compute the normal and offset face.computeNormalAndCentroid(minArea); return face; }
private Face connectHalfEdges(HalfEdge hedgePrev, HalfEdge hedge) { Face discardedFace = null; if (hedgePrev.oppositeFace() == hedge.oppositeFace()) { // then there is a redundant edge that we can get rid off Face oppFace = hedge.oppositeFace(); HalfEdge hedgeOpp; if (hedgePrev == he0) { he0 = hedge; } if (oppFace.numVertices() == 3) { // then we can get rid of the opposite face altogether hedgeOpp = hedge.getOpposite().prev.getOpposite(); oppFace.mark = DELETED; discardedFace = oppFace; } else { hedgeOpp = hedge.getOpposite().next; if (oppFace.he0 == hedgeOpp.prev) { oppFace.he0 = hedgeOpp; } hedgeOpp.prev = hedgeOpp.prev.prev; hedgeOpp.prev.next = hedgeOpp; } hedge.prev = hedgePrev.prev; hedge.prev.next = hedge; hedge.opposite = hedgeOpp; hedgeOpp.opposite = hedge; // oppFace was modified, so need to recompute oppFace.computeNormalAndCentroid(); } else { hedgePrev.next = hedge; hedge.prev = hedgePrev; } return discardedFace; }
public void triangulate(FaceList newFaces, double minArea) { HalfEdge hedge; if (numVertices() < 4) { return; } Vertex v0 = he0.head(); Face prevFace = null; hedge = he0.next; HalfEdge oppPrev = hedge.opposite; Face face0 = null; for (hedge = hedge.next; hedge != he0.prev; hedge = hedge.next) { Face face = createTriangle(v0, hedge.prev.head(), hedge.head(), minArea); face.he0.next.setOpposite(oppPrev); face.he0.prev.setOpposite(hedge.opposite); oppPrev = face.he0; newFaces.add(face); if (face0 == null) { face0 = face; } } hedge = new HalfEdge(he0.prev.prev.head(), this); hedge.setOpposite(oppPrev); hedge.prev = he0; hedge.prev.next = hedge; hedge.next = he0.prev; hedge.next.prev = hedge; computeNormalAndCentroid(minArea); checkConsistency(); for (Face face = face0; face != null; face = face.next) { face.checkConsistency(); } }