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Open CASCADE Technology Reference Manual 8.0.0
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Compute the Delaunay's triangulation with the algorithm of Watson. More...
#include <BRepMesh_Delaun.hxx>
Public Member Functions | |
| BRepMesh_Delaun (const occ::handle< BRepMesh_DataStructureOfDelaun > &theOldMesh, const int theCellsCountU, const int theCellsCountV, const bool isFillCircles) | |
| Creates instance of triangulator, but do not run the algorithm automatically. | |
| BRepMesh_Delaun (IMeshData::Array1OfVertexOfDelaun &theVertices) | |
| Creates the triangulation with an empty Mesh data structure. | |
| BRepMesh_Delaun (const occ::handle< BRepMesh_DataStructureOfDelaun > &theOldMesh, IMeshData::Array1OfVertexOfDelaun &theVertices) | |
| Creates the triangulation with an existent Mesh data structure. | |
| BRepMesh_Delaun (const occ::handle< BRepMesh_DataStructureOfDelaun > &theOldMesh, IMeshData::VectorOfInteger &theVertexIndices) | |
| Creates the triangulation with an existant Mesh data structure. | |
| BRepMesh_Delaun (const occ::handle< BRepMesh_DataStructureOfDelaun > &theOldMesh, IMeshData::VectorOfInteger &theVertexIndices, const int theCellsCountU, const int theCellsCountV) | |
| Creates the triangulation with an existant Mesh data structure. | |
| void | Init (IMeshData::Array1OfVertexOfDelaun &theVertices) |
| Initializes the triangulation with an array of vertices. | |
| void | InitCirclesTool (const int theCellsCountU, const int theCellsCountV) |
| Forces initialization of circles cell filter using working structure. | |
| void | RemoveVertex (const BRepMesh_Vertex &theVertex) |
| Removes a vertex from the triangulation. | |
| void | AddVertices (IMeshData::VectorOfInteger &theVerticesIndices, const Message_ProgressRange &theRange=Message_ProgressRange()) |
| Adds some vertices into the triangulation. | |
| bool | UseEdge (const int theEdge) |
| Modify mesh to use the edge. | |
| const occ::handle< BRepMesh_DataStructureOfDelaun > & | Result () const |
| Gives the Mesh data structure. | |
| void | ProcessConstraints () |
| Forces insertion of constraint edges into the base triangulation. | |
| Handle< IMeshData::MapOfInteger > | Frontier () const |
| Gives the list of frontier edges. | |
| Handle< IMeshData::MapOfInteger > | InternalEdges () const |
| Gives the list of internal edges. | |
| Handle< IMeshData::MapOfInteger > | FreeEdges () const |
| Gives the list of free edges used only one time. | |
| const BRepMesh_Vertex & | GetVertex (const int theIndex) const |
| Gives vertex with the given index. | |
| const BRepMesh_Edge & | GetEdge (const int theIndex) const |
| Gives edge with the given index. | |
| const BRepMesh_Triangle & | GetTriangle (const int theIndex) const |
| Gives triangle with the given index. | |
| const BRepMesh_CircleTool & | Circles () const |
| Returns tool used to build mesh consistent to Delaunay criteria. | |
| bool | Contains (const int theTriangleId, const BRepMesh_Vertex &theVertex, const double theSqTolerance, int &theEdgeOn) const |
| Test is the given triangle contains the given vertex. | |
| void | SetAuxVertices (const IMeshData::VectorOfInteger &theSupVert) |
| Explicitly sets ids of auxiliary vertices used to build mesh and used by 3rd-party algorithms. | |
| void | RemoveAuxElements () |
| Destruction of auxiliary triangles containing the given vertices. Removes auxiliary vertices also. | |
Compute the Delaunay's triangulation with the algorithm of Watson.
| BRepMesh_Delaun::BRepMesh_Delaun | ( | const occ::handle< BRepMesh_DataStructureOfDelaun > & | theOldMesh, |
| const int | theCellsCountU, | ||
| const int | theCellsCountV, | ||
| const bool | isFillCircles ) |
Creates instance of triangulator, but do not run the algorithm automatically.
| BRepMesh_Delaun::BRepMesh_Delaun | ( | IMeshData::Array1OfVertexOfDelaun & | theVertices | ) |
Creates the triangulation with an empty Mesh data structure.
| BRepMesh_Delaun::BRepMesh_Delaun | ( | const occ::handle< BRepMesh_DataStructureOfDelaun > & | theOldMesh, |
| IMeshData::Array1OfVertexOfDelaun & | theVertices ) |
Creates the triangulation with an existent Mesh data structure.
| BRepMesh_Delaun::BRepMesh_Delaun | ( | const occ::handle< BRepMesh_DataStructureOfDelaun > & | theOldMesh, |
| IMeshData::VectorOfInteger & | theVertexIndices ) |
Creates the triangulation with an existant Mesh data structure.
| BRepMesh_Delaun::BRepMesh_Delaun | ( | const occ::handle< BRepMesh_DataStructureOfDelaun > & | theOldMesh, |
| IMeshData::VectorOfInteger & | theVertexIndices, | ||
| const int | theCellsCountU, | ||
| const int | theCellsCountV ) |
Creates the triangulation with an existant Mesh data structure.
| void BRepMesh_Delaun::AddVertices | ( | IMeshData::VectorOfInteger & | theVerticesIndices, |
| const Message_ProgressRange & | theRange = Message_ProgressRange() ) |
Adds some vertices into the triangulation.
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Returns tool used to build mesh consistent to Delaunay criteria.
| bool BRepMesh_Delaun::Contains | ( | const int | theTriangleId, |
| const BRepMesh_Vertex & | theVertex, | ||
| const double | theSqTolerance, | ||
| int & | theEdgeOn ) const |
Test is the given triangle contains the given vertex.
| theSqTolerance | square tolerance to check closeness to some edge |
| theEdgeOn | If it is != 0 the vertex lies onto the edge index returned through this parameter. |
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Gives the list of free edges used only one time.
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Gives the list of frontier edges.
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Gives edge with the given index.
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Gives triangle with the given index.
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Gives vertex with the given index.
| void BRepMesh_Delaun::Init | ( | IMeshData::Array1OfVertexOfDelaun & | theVertices | ) |
Initializes the triangulation with an array of vertices.
Forces initialization of circles cell filter using working structure.
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Gives the list of internal edges.
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Forces insertion of constraint edges into the base triangulation.
| void BRepMesh_Delaun::RemoveAuxElements | ( | ) |
Destruction of auxiliary triangles containing the given vertices. Removes auxiliary vertices also.
| theAuxVertices | auxiliary vertices to be cleaned up. |
| void BRepMesh_Delaun::RemoveVertex | ( | const BRepMesh_Vertex & | theVertex | ) |
Removes a vertex from the triangulation.
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Gives the Mesh data structure.
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Explicitly sets ids of auxiliary vertices used to build mesh and used by 3rd-party algorithms.