vcglib/vcg/complex/algorithms/inside.h

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/****************************************************************************
* VCGLib o o *
* Visual and Computer Graphics Library o o *
* _ O _ *
* Copyright(C) 2004-2016 \/)\/ *
* Visual Computing Lab /\/| *
* ISTI - Italian National Research Council | *
* \ *
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* 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. *
* *
****************************************************************************/
#ifndef __VCG_TRIMESH_INSIDE
#define __VCG_TRIMESH_INSIDE
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#include <vcg/complex/algorithms/closest.h>
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/// 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
{
public:
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typedef typename FaceSpatialIndexing::CoordType CoordType;
typedef typename FaceSpatialIndexing::ScalarType ScalarType;
/// 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;
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else
{
ScalarType dist;
CoordType Norm, ip, nearest;
FaceType *f = vcg::tri::GetClosestFaceBase< TriMeshType, FaceSpatialIndexing >( m, _g_mesh, test, m.bbox.Diag(), dist, nearest, Norm, ip);
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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;
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/// 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
if( ( f->N() * ( test - nearest ) ) < 0 )
return true;
else
return false;
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}
/// 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();
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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;
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}
}
}
}; // end class
}
}
#endif // __VCG_TRIMESH_INSIDE