vcglib/vcg/complex/algorithms/inside.h

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/****************************************************************************
* IDOLib *
* Interactive Deformable Objects Library *
* http://idolib.sf.net *
* *
* Copyright(C) 2005 *
* Visual Computing Lab *
* ISTI - Italian National Research Council *
* *
* All rights reserved. *
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 of the License, or *
* (at your option) any later version. *
* *
* This program is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License (http://www.gnu.org/licenses/gpl.txt) *
* for more details. *
* *
****************************************************************************/
/****************************************************************************
History
$Log: not supported by cvs2svn $
Revision 1.3 2007/06/06 15:38:57 turini
Use the barycenter function from triangle3.h instead of
the one in face\base.h.
Revision 1.2 2007/06/06 14:26:51 pietroni
compiling error resolved
****************************************************************************/
#include <vcg/space/ray3.h>
#include <vcg/space/box3.h>
#include <vcg/space/triangle3.h>
#ifndef VCG_INSIDE
#define VCG_INSIDE
/// This static funtion is used to see if one point is inside a triangular mesh or not...
/// First parameter is a spatial indexing structure (eg. a grid) used to perform research operation, initialized with faces of the triangular mesh of type TriMeshType
namespace vcg {
namespace tri {
template <class FaceSpatialIndexing,class TriMeshType>
class Inside
{
private:
typedef typename FaceSpatialIndexing::CoordType CoordType;
typedef typename FaceSpatialIndexing::ScalarType ScalarType;
public:
/// Return true if the point is inside the mesh.
static bool Is_Inside( TriMeshType & m, FaceSpatialIndexing & _g_mesh, const CoordType & test )
{
typedef typename TriMeshType::FaceType FaceType;
typedef typename TriMeshType::ScalarType ScalarType;
typedef typename TriMeshType::CoordType CoordType;
const ScalarType EPSILON = 0.000001;
/// First test if the element is inside the bounding box of the mesh.
if( !( m.bbox.IsIn(test) ) ) return false;
else
{
ScalarType dist;
CoordType Norm, ip, nearest;
FaceType *f = vcg::tri::GetClosestFace< TriMeshType, FaceSpatialIndexing >( m, _g_mesh, test, m.bbox.Diag(), dist, nearest, Norm, ip );
assert( f != NULL ); /// Check if there is any face in the mesh
/// If the point is on the face is considered inside.
if( ( test - nearest ).Norm() <= EPSILON ) return true;
/// Check if the closest point is inside a face
if( ( ip.V(0) > EPSILON ) && ( ip.V(1) > EPSILON ) && ( ip.V(2) > EPSILON ) )
{
/// Check if the test point is inside the mesh using the normal direction
vcg::Point3f debugn = f->N();
if( ( f->N() * ( test - nearest ) ) < 0 ) return true;
else return false;
}
/// In this case we are not sure because hit an edge or a vertex.
/// So we use a ray that go until the barycenter of found face, then see normal value again
else
{
CoordType bary = vcg::Barycenter< FaceType >(*f);
/// Set ray : origin and direction
vcg::Ray3<ScalarType> r; r.Set( test, ( bary - test ) ); r.Normalize();
FaceType *f1 = vcg::tri::DoRay< TriMeshType, FaceSpatialIndexing >( m, _g_mesh, r, m.bbox.Diag(), dist );
assert( f1 != NULL );
/// In this case normal direction is enough.
if( ( f1->N() * ( test - bary ) ) < 0 ) return true;
else return false;
}
}
}
}; // end class
}
}
#endif