#include "stt_class.h" int SttGenerator::InTriangleTopo(QuadTreeNode* node, const ControlTopo& in_topo, double diff_threshold){ //没有插入的地形 直接返回否 if (in_topo.vert.empty()){ return 0; } else{ int node_depth; double node_resolution; double max_topo = -1e+30, min_topo = 1e+30; Triangle temp_tri; for (int j = 0; j < 3; j++){ temp_tri.ids[j] = node->tri.ids[j]; } node_depth = node->depth; node_resolution = 0; for (int i = 0; i < 3; i++){ node_resolution += acos(DotProduct(array_stt_vert_[temp_tri.ids[i]].posic,array_stt_vert_[temp_tri.ids[(i+1)%3]].posic) /(ModuleLength(array_stt_vert_[temp_tri.ids[i]].posic)*ModuleLength(array_stt_vert_[temp_tri.ids[(i+1)%3]].posic))); } node_resolution = node_resolution*60/Pi; // 将控制点的组别赋值给当前节点 node->tri.physic_group = in_topo.physic_group; if (data_std(in_topo.topo) >= diff_threshold) return 1; else return 0; /* for (int i = 0; i < in_topo.vert.size(); i++){ // 1. 允许的最大深度大于当前节点的深度 // 2. 允许的最小分辨率小于当前节点的分辨率 if (in_topo.max_depth >= node_depth && node_resolution >= in_topo.minimal_resolution){ // 统计符合条件的地形的最大值与最小值 if (in_topo.topo[i] > max_topo) max_topo = in_topo.topo[i]; if (in_topo.topo[i] < max_topo) min_topo = in_topo.topo[i]; } } if (std::abs(max_topo - min_topo) >= diff_threshold) return 1; return 0; */ } }