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📄 delaunayview.cpp

📁 daunay三角网格生成 相当好的一个算法
💻 CPP
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// DelaunayView.cpp : implementation of the CDelaunayView class
//

#include "stdafx.h"
#include "Delaunay.h"

#include "mainfrm.h"
#include "pointpos.h"
#include "triangle.h"

#include "DelaunayDoc.h"
#include "DelaunayView.h"

#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif

/////////////////////////////////////////////////////////////////////////////
// CDelaunayView

IMPLEMENT_DYNCREATE(CDelaunayView, CView)

BEGIN_MESSAGE_MAP(CDelaunayView, CView)
	//{{AFX_MSG_MAP(CDelaunayView)
	ON_WM_SIZE()
	ON_WM_CREATE()
	ON_WM_LBUTTONDOWN()
	ON_WM_MOUSEMOVE()
	ON_WM_DESTROY()
	ON_WM_KEYDOWN()
	ON_COMMAND(IDM_CORLOR, OnCorlorMaterial)
	ON_UPDATE_COMMAND_UI(IDM_CORLOR, OnUpdateCorlorMaterial)
	ON_UPDATE_COMMAND_UI(IDM_LIGHT, OnUpdateLight)
	ON_COMMAND(IDM_LIGHT, OnLight)
	ON_COMMAND(ID_BUTTON_TWO, OnButtonTwo)
	ON_UPDATE_COMMAND_UI(ID_BUTTON_TWO, OnUpdateButtonTwo)
	ON_COMMAND(ID_BUTTON_THREE, OnButtonThree)
	ON_UPDATE_COMMAND_UI(ID_BUTTON_THREE, OnUpdateButtonThree)
	ON_COMMAND(ID_BUTTON_HCT, OnButtonHct)
	ON_UPDATE_COMMAND_UI(ID_BUTTON_HCT, OnUpdateButtonHct)
	ON_COMMAND(ID_BUTTON_FILL, OnButtonFill)
	ON_UPDATE_COMMAND_UI(ID_BUTTON_FILL, OnUpdateButtonFill)
	ON_COMMAND(ID_BUTTON_LINE, OnButtonLine)
	ON_UPDATE_COMMAND_UI(ID_BUTTON_LINE, OnUpdateButtonLine)
	ON_COMMAND(ID_BUTTON_WNAG, OnButtonWnag)
	//}}AFX_MSG_MAP
END_MESSAGE_MAP()

/////////////////////////////////////////////////////////////////////////////
// CDelaunayView construction/destruction

CDelaunayView::CDelaunayView()
{
	// TODO: add construction code here

}

CDelaunayView::~CDelaunayView()
{
}

BOOL CDelaunayView::PreCreateWindow(CREATESTRUCT& cs)
{
	// TODO: Modify the Window class or styles here by modifying
	//  the CREATESTRUCT cs
    cs.style |=WS_CLIPCHILDREN |WS_CLIPSIBLINGS;

	return CView::PreCreateWindow(cs);
}

/////////////////////////////////////////////////////////////////////////////
// CDelaunayView drawing

void CDelaunayView::OnDraw(CDC* pDC)
{
	CDelaunayDoc* pDoc = GetDocument();
	ASSERT_VALID(pDoc);
	
	DrawScene();
	SwapBuffers(pDC->m_hDC);
}

/////////////////////////////////////////////////////////////////////////////
// CDelaunayView diagnostics

#ifdef _DEBUG
void CDelaunayView::AssertValid() const
{
	CView::AssertValid();
}

void CDelaunayView::Dump(CDumpContext& dc) const
{
	CView::Dump(dc);
}

CDelaunayDoc* CDelaunayView::GetDocument() // non-debug version is inline
{
	ASSERT(m_pDocument->IsKindOf(RUNTIME_CLASS(CDelaunayDoc)));
	return (CDelaunayDoc*)m_pDocument;
}
#endif //_DEBUG

/////////////////////////////////////////////////////////////////////////////
// CDelaunayView message handlers

void CDelaunayView::OnSize(UINT nType, int cx, int cy) 
{
	CView::OnSize(nType, cx, cy);
	if(cy>0)
	{
		m_oldRect.right=cx;
		m_oldRect.bottom=cy;		
		glMatrixMode(GL_PROJECTION);
		glLoadIdentity();
		glFrustum(-2.0,2.0,-2.0,2.0,0.0,20.0);
		glLoadIdentity();//????不能不要,事关显示
		//gluPerspective(40.0f,(GLdouble)cx/cy,1.0f,50.0f);
		glMatrixMode(GL_MODELVIEW);		
		glViewport(0,0,cx,cy);
	}
	
}

int CDelaunayView::OnCreate(LPCREATESTRUCT lpCreateStruct) 
{
	if (CView::OnCreate(lpCreateStruct) == -1)
		return -1;
	InitOpenGl();
	m_pDoc=this->GetDocument();	
	m_ox=50;m_oy=50;m_len=400;
	m_Dimension=DO_DRAW2;
//m_HCT=DO_NO_HCT;
	m_Draw_what=DO_LINE;
//OpenGl/////////////////////////////	
	m_translate_x=-1.0;
	m_translate_y=-1.0;
	m_translate_z=0;
	m_rotate_angle=0;
	m_gl_x=1.0;m_gl_y=1.0;m_gl_z=0.0;
	eye.x=4.0;eye.y=5.0;eye.z=6.0;

	m_colorRed=float(0.2);m_colorGreen=float(0.5);m_colorBlue=float(0.8);
	m_bMaskRed=FALSE;m_bMaskGreen=FALSE;m_bMaskBlue=FALSE;

	m_materialAmb[0]=0.2;m_materialAmb[1]=0.2;m_materialAmb[2]=0.2;m_materialAmb[3]=1.0;
	m_materialDif[0]=0.8;m_materialDif[1]=0.8;m_materialDif[2]=0.8;m_materialDif[3]=1.0;
	m_materialSpe[0]=0.0;m_materialSpe[1]=0.0;m_materialSpe[2]=0.0;m_materialSpe[3]=1.0;
	m_materialEmi[0]=0.0;m_materialEmi[1]=0.0;m_materialEmi[2]=0.0;m_materialEmi[3]=1.0;
	m_matshininess=0.0f;

	m_lightAmb[0]=0.2;m_lightAmb[1]=0.2;m_lightAmb[2]=0.2;m_lightAmb[3]=1.0;
	m_lightDif[0]=1.0;m_lightDif[1]=1.0;m_lightDif[2]=0.3;m_lightDif[3]=1.0;
	m_lightSpe[0]=1.0;m_lightSpe[1]=1.0;m_lightSpe[2]=1.0;m_lightSpe[3]=1.0;	
	m_lightPos[0]=1.0;m_lightPos[1]=1.0;m_lightPos[2]=1.0;m_lightPos[3]=0.0;
//OpenGl/////////////////////////////
	return 0;
}

void CDelaunayView::OnLButtonDown(UINT nFlags, CPoint point) 
{////////////////////////////////////////////
	ASSERT(m_pDoc!=NULL);
	CPoint pos=point;
	int m_plen;//当前节点个数
	double s;
	//ScreenToClient(&pos);
	if(m_pDoc->m_DoWhat==DO_ADD)
	{
				//'x' and 'y' are that to be stored in 'm_point'
				double x,y;
				x=double(pos.x)/double(m_oldRect.right);
				y=double((m_oldRect.bottom-pos.y))/double(m_oldRect.bottom);				
				//form the original convexity when 'm_plen' is smaller than 3
				//the original convexity is a triangle
				m_plen=m_pDoc->m_point.GetSize();//==1????
				switch(m_plen) 
				{
					case 0 :
						m_pDoc->AddPoint(x,y);				
						m_pDoc->m_con.SetAtGrow(0,0);				
                        break;
					case 1 :
						if(m_pDoc->m_point[0]->m_x==x &&
						   m_pDoc->m_point[0]->m_y==y)
						{
						  AfxMessageBox("The two point not suitable");
	                      break;
							//please 输入节点,跳出
						}
						m_pDoc->AddPoint(x,y);
						m_pDoc->m_con.SetAtGrow(1,1);						
                        break;
                    case 2 ://确保凸包顶点逆时针存储
						m_pDoc->AddPoint(x,y);
						s=m_pDoc->S(0,1,2);
						if(s==0)
						{						
							AfxMessageBox("please 输入节点 again,因三点共线,跳出");
							m_pDoc->m_point.RemoveAt(2,1);
                          //  m_pDoc->m_n.RemoveAt(2,1);
						}
						
						m_plen=m_pDoc->m_point.GetSize();
						m_pDoc->m_con.SetAtGrow(m_plen-1,m_plen-1);                    
						if(s<0) 
						{
							m_pDoc->m_con[0]=1;
							m_pDoc->m_con[1]=0;                          
						}																		
						CTriangle* pTriangle;
						pTriangle=new CTriangle(m_pDoc->m_con[0],
							      m_pDoc->m_con[1],m_pDoc->m_con[2]);
						m_pDoc->Center(pTriangle);
						m_pDoc->BaryCenter(pTriangle);
						m_pDoc->m_tri.AddHead(pTriangle);                   
                        break;
	                default :
						m_pDoc->AddPoint(x,y);
                        m_plen=m_pDoc->m_point.GetSize();				
                        int i=DelTriList(x,y,m_plen-1);
						if(i==POS_ERROR){
							int k=m_pDoc->m_point.GetSize();
							m_pDoc->m_point.RemoveAt(k-1,1);
						}
                        break;
				}
				Invalidate();
	}
////////////////////////////////////////////
	CView::OnLButtonDown(nFlags, point);
}

void CDelaunayView::OnMouseMove(UINT nFlags, CPoint point) 
{
	// TODO: Add your message handler code here and/or call default
//	CClientDC dc(this);
	double x,y;
	double a,b;
	a=double(point.x);
	b=double(m_oldRect.right);
	x=a/b;
	y=double((m_oldRect.bottom-point.y))/double(m_oldRect.bottom);

    CString str1;
	str1.Empty();
	int i=m_pDoc->m_DoWhat;
    str1.Format("%f;%f;%d;%d;%d;%d",x,y,i,m_Dimension,m_HCT,m_Draw_what);
	CMainFrame *pFram=(CMainFrame *)(AfxGetApp()->GetMainWnd());
	pFram->m_wndStatusBar.SetPaneText(0,str1);
	CView::OnMouseMove(nFlags, point);
}


array CDelaunayView::Wher(CPointPos *pos)
{
	//Points and Convexity
	/*return Value:a.a
	POS_IN=1,a point  belong a triangle or convexity
	POS_ON=2,a point belong a circle or on the edge of convexity
	POS_OUT=0,a point out of a circle or convexity
	a.b , a.c: record the point's mark in m_con */
	//1. get a ponit in convexity:p
	array a;
	int max=m_pDoc->m_con.GetSize();
	int z=max/2;
	CPointPos *p1=new CPointPos(m_pDoc->m_point[m_pDoc->m_con[0]]->m_x,
		m_pDoc->m_point[m_pDoc->m_con[0]]->m_y);
    CPointPos *p2=new CPointPos(m_pDoc->m_point[m_pDoc->m_con[z]]->m_x,
		m_pDoc->m_point[m_pDoc->m_con[z]]->m_y);
    CPointPos *p3=new CPointPos(m_pDoc->m_point[m_pDoc->m_con[max-1]]->m_x,
		m_pDoc->m_point[m_pDoc->m_con[max-1]]->m_y);
	CPointPos *p=new CPointPos((p1->m_x+p2->m_x+p3->m_x)/3,
		         (p1->m_y+p2->m_y+p3->m_y)/3);
	p3->m_x=double(pos->m_x);
	p3->m_y=double(pos->m_y);
	//遍寻Convexity
	double s1,s2,s;
	for(int i=0;i<max-1;i++)
	{
		p1->m_x=m_pDoc->m_point[m_pDoc->m_con[i]]->m_x;
	    p1->m_y=m_pDoc->m_point[m_pDoc->m_con[i]]->m_y;
     	p2->m_x=m_pDoc->m_point[m_pDoc->m_con[i+1]]->m_x;
	    p2->m_y=m_pDoc->m_point[m_pDoc->m_con[i+1]]->m_y;
        
		s1=m_pDoc->S(p3,p,p1);
		s2=m_pDoc->S(p3,p,p2);
		if(s1>0 && s2<0)//the point in the 扇形 con[i],con[i+1] and p formed
		{
		  a.b=i;
		  a.c=i+1;
          s=m_pDoc->S(p1,p2,p3);
		  if(s>0)
		  {
			  a.a=1;//POS_IN			 
		  }
          if(s==0)
		  {
			  a.a=2;//POS_ON
		  }
		  if(s<0)
		  {
			  a.a=0;//POS_OUT
		  }
		  return a;
		}         		
	}
    p1->m_x=m_pDoc->m_point[m_pDoc->m_con[i]]->m_x;
	p1->m_y=m_pDoc->m_point[m_pDoc->m_con[i]]->m_y;
    p2->m_x=m_pDoc->m_point[m_pDoc->m_con[0]]->m_x;
	p2->m_y=m_pDoc->m_point[m_pDoc->m_con[0]]->m_y;
	s1=m_pDoc->S(p3,p,p1);
	s2=m_pDoc->S(p3,p,p2);
		if(s1>0 && s2<0)
		{
          a.b=i;
		  a.c=0;
          s=m_pDoc->S(p1,p2,p3);
		  if(s>0)
		  {
			  a.a=1;//POS_IN			 
		  }
          if(s==0)
		  {
			  a.a=2;//POS_ON
		  }
		  if(s<0)
		  {
			  a.a=0;//POS_OUT
		  }
		  return a;
		}         		 
}

void CDelaunayView::DrawTri(CTriangle *tri)
{
	int i;
	//POI normal;
	int p1,p2,p3;
	
	p1=tri->m_p1;
	p2=tri->m_p2;
	p3=tri->m_p3;
	GLfloat fLineWidth[2];
	glGetFloatv(GL_LINE_WIDTH_RANGE,fLineWidth);
	if(m_Dimension==DO_DRAW2 && m_HCT!=DO_HCT)
	{
		glColor4d(0.0,0.0,1.0,0.5);	
	    glBegin(GL_TRIANGLES);
		glVertex3d(m_pDoc->m_point[p1]->m_x,m_pDoc->m_point[p1]->m_y,0.0); 	
    	glVertex3d(m_pDoc->m_point[p2]->m_x,m_pDoc->m_point[p2]->m_y,0.0);	
    	glVertex3d(m_pDoc->m_point[p3]->m_x,m_pDoc->m_point[p3]->m_y,0.0);
    	glEnd();	
	}
	if(m_Dimension==DO_DRAW3 && m_HCT!=DO_HCT)
	{
		glPushMatrix();
		//glScaled(2,2,1.5);
		glColor3f(1.0f,0.0f,0.0f);		        
		glBegin(GL_TRIANGLES);
		glVertex3d(m_pDoc->m_point[p1]->m_x,m_pDoc->m_point[p1]->m_y,m_pDoc->m_point[p1]->m_z); 	
    	glVertex3d(m_pDoc->m_point[p2]->m_x,m_pDoc->m_point[p2]->m_y,m_pDoc->m_point[p2]->m_z);	
    	glVertex3d(m_pDoc->m_point[p3]->m_x,m_pDoc->m_point[p3]->m_y,m_pDoc->m_point[p3]->m_z);
    	glEnd();
		glPopMatrix();
	}
	if(m_Dimension==DO_DRAW3 && m_HCT==DO_HCT)
	{		
		m_pDoc->DrawTri(tri->m_p1,tri->m_p2,tri);
		m_pDoc->DrawTri(tri->m_p2,tri->m_p3,tri);
		m_pDoc->DrawTri(tri->m_p3,tri->m_p1,tri);
		/*for(i=1;i<=3;i++)
		{
			HCT(tri,i);
			glColor4d(0.0,1.0,0.0,0.5);
			if(i==2)
			{
				glBegin(GL_TRIANGLES);//anticlock		   
				   normal=GetTriNormal(m_hct[0],m_hct[1],m_hct[2]);
				   glNormal3d(normal.x,normal.y,normal.z);
				   glVertex3d(m_hct[0].x,m_hct[0].y,m_hct[0].z); 	    	   
				   glVertex3d(m_hct[1].x,m_hct[1].y,m_hct[1].z);
				   glVertex3d(m_hct[2].x,m_hct[2].y,m_hct[2].z);
				   
				   normal=GetTriNormal(m_hct[1],m_hct[3],m_hct[2]);
				   glNormal3d(normal.x,normal.y,normal.z);
				   glVertex3d(m_hct[1].x,m_hct[1].y,m_hct[1].z);
				   glVertex3d(m_hct[3].x,m_hct[3].y,m_hct[3].z);
				   glVertex3d(m_hct[2].x,m_hct[2].y,m_hct[2].z);

				   normal=GetTriNormal(m_hct[3],m_hct[1],m_hct[4]);
				   glNormal3d(normal.x,normal.y,normal.z);		   
				   glVertex3d(m_hct[3].x,m_hct[3].y,m_hct[3].z);
				   glVertex3d(m_hct[1].x,m_hct[1].y,m_hct[1].z);
				   glVertex3d(m_hct[4].x,m_hct[4].y,m_hct[4].z);

				   normal=GetTriNormal(m_hct[3],m_hct[4],m_hct[5]);
				   glNormal3d(normal.x,normal.y,normal.z);
				   glVertex3d(m_hct[3].x,m_hct[3].y,m_hct[3].z);
				   glVertex3d(m_hct[4].x,m_hct[4].y,m_hct[4].z);
				   glVertex3d(m_hct[5].x,m_hct[5].y,m_hct[5].z);
				   
				   normal=GetTriNormal(m_hct[4],m_hct[6],m_hct[5]);
				   glNormal3d(normal.x,normal.y,normal.z);
				   glVertex3d(m_hct[4].x,m_hct[4].y,m_hct[4].z);	   
				   glVertex3d(m_hct[6].x,m_hct[6].y,m_hct[6].z);
    			   glVertex3d(m_hct[5].x,m_hct[5].y,m_hct[5].z);

				   normal=GetTriNormal(m_hct[8],m_hct[7],m_hct[9]);
				   glNormal3d(normal.x,normal.y,normal.z);
				   glVertex3d(m_hct[8].x,m_hct[8].y,m_hct[8].z); 	
    			   glVertex3d(m_hct[7].x,m_hct[7].y,m_hct[7].z);
				   glVertex3d(m_hct[9].x,m_hct[9].y,m_hct[9].z);

				   normal=GetTriNormal(m_hct[8],m_hct[3],m_hct[7]);
				   glNormal3d(normal.x,normal.y,normal.z);
				   glVertex3d(m_hct[8].x,m_hct[8].y,m_hct[8].z);		
				   glVertex3d(m_hct[3].x,m_hct[3].y,m_hct[3].z);
				   glVertex3d(m_hct[7].x,m_hct[7].y,m_hct[7].z);

				   normal=GetTriNormal(m_hct[3],m_hct[5],m_hct[7]);
				   glNormal3d(normal.x,normal.y,normal.z);

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