vcglib/apps/test/extractors/extractor/ImplicitSphere.h

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#ifndef __VCGTEST_IMPLICITSPHERE
#define __VCGTEST_IMPLICITSPHERE
class ImplicitSphere
{
public:
ImplicitSphere()
{
_center.Zero();
_radius = _sqr_radius = 0.0;
};
ImplicitSphere(vcg::Point3f &center, float radius)
{
_center = center;
_radius = radius;
_sqr_radius = radius*radius;
};
ImplicitSphere(const ImplicitSphere &sphere)
{
_center = sphere._center;
_radius = sphere._radius;
_sqr_radius = sphere._sqr_radius;
};
ImplicitSphere& operator=(const ImplicitSphere &sphere)
{
if (this != &sphere)
{
_center = sphere._center;
_radius = sphere._radius;
_sqr_radius = sphere._sqr_radius;
}
return *this;
};
~ImplicitSphere()
{};
bool operator!=(const ImplicitSphere &sphere)
{
return (sphere._center!=_center && sphere._radius!=_radius);
};
float V(int x, int y, int z) const
{
vcg::Point3f point((float) x, (float) y, (float) z);
return (_center-point).Norm() - _radius;
};
bool DirectedDistance(const vcg::Point3i &p1, const vcg::Point3i &p2, vcg::Point3f &v, vcg::Point3f &n, float &dist)
{
vcg::Point3f orig, dir;
orig.X() = (float) p1.X();
orig.Y() = (float) p1.Y();
orig.Z() = (float) p1.Z();
dir.X() = (float) p2.X()-p1.X();
dir.Y() = (float) p2.Y()-p1.Y();
dir.Z() = (float) p2.Z()-p1.Z();
double a = dir.SquaredNorm();
double b = 2.0*(dir*(orig - _center));
double c = (orig - _center).SquaredNorm() - _radius*_radius;
double d = b*b - 4.0*a*c;
if (d >= 0)
{
d = sqrt(d);
double t1 = (-b-d) / (2.0*a);
double t2 = (-b+d) / (2.0*a);
double t = 1.00001;
if (t1 >= 0.0 && t1 < t) t = t1;
if (t2 >= 0.0 && t2 < t) t = t2;
if (t != 1.00001)
{
v = (vcg::Point3f) (orig + dir*((float)t));
n = (vcg::Point3f) ((v - _center) / _radius);
dist = (float) ((dir*n) < 0.0) ? dir.Norm()*t : -dir.Norm()*t;
return true;
}
}
return false;
};
private:
vcg::Point3f _center;
float _radius;
float _sqr_radius;
};
#endif // __VCGTEST_IMPLICITSPHERE