/*---------------------------------------------------------------------------*\
========= |
\\ / F ield | OpenFOAM: The Open Source CFD Toolbox
\\ / O peration |
\\ / A nd | Copyright (C) 2004-2010 OpenCFD Ltd.
\\/ M anipulation |
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License
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under the terms of the GNU General Public License as published by
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Description
Surface coarsening using 'bunnylod':
Polygon Reduction Demo
By Stan Melax (c) 1998
mailto:melax@cs.ualberta.ca
http://www.cs.ualberta.ca/~melax
\*---------------------------------------------------------------------------*/
#include "argList.H"
#include "fileName.H"
#include "triSurface.H"
#include "OFstream.H"
#include "triFace.H"
#include "triFaceList.H"
// From bunnylod
#include "progmesh.h"
using namespace Foam;
// * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * //
int mapVertex(::List& collapse_map, int a, int mx)
{
if (mx <= 0)
{
return 0;
}
while (a >= mx)
{
a = collapse_map[a];
}
return a;
}
// Main program:
int main(int argc, char *argv[])
{
argList::noParallel();
argList::validArgs.append("surfaceFile");
argList::validArgs.append("reductionFactor");
argList::validArgs.append("output surfaceFile");
argList args(argc, argv);
const fileName inFileName = args[1];
const scalar reduction = args.argRead(2);
const fileName outFileName = args[3];
if (reduction <= 0 || reduction > 1)
{
FatalErrorIn(args.executable())
<< "Reduction factor " << reduction
<< " should be within 0..1" << endl
<< "(it is the reduction in number of vertices)"
<< exit(FatalError);
}
Info<< "Input surface :" << inFileName << endl
<< "Reduction factor:" << reduction << endl
<< "Output surface :" << outFileName << endl << endl;
const triSurface surf(inFileName);
Info<< "Surface:" << endl;
surf.writeStats(Info);
Info<< endl;
::List< ::Vector> vert; // global list of vertices
::List< ::tridata> tri; // global list of triangles
// Convert triSurface to progmesh format. Note: can use global point
// numbering since surface read in from file.
const pointField& pts = surf.points();
forAll(pts, ptI)
{
const point& pt = pts[ptI];
vert.Add( ::Vector(pt.x(), pt.y(), pt.z()));
}
forAll(surf, faceI)
{
const labelledTri& f = surf[faceI];
tridata td;
td.v[0]=f[0];
td.v[1]=f[1];
td.v[2]=f[2];
tri.Add(td);
}
::List collapse_map; // to which neighbor each vertex collapses
::List permutation;
::ProgressiveMesh(vert,tri,collapse_map,permutation);
// rearrange the vertex list
::List< ::Vector> temp_list;
for (int i=0;i newTris(surf.size());
label newI = 0;
for (int i=0; i