added constructors :
-Triangle2() -Triangle2(const CoordType &p0,const CoordType &p1,const CoordType &p2) added functions: - InterpolationParameters - PointDistance
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@ -27,8 +27,9 @@
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#ifndef __VCG_TRIANGLE2
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#define __VCG_TRIANGLE2
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#include <vcg\space\point2.h>
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#include <vcg/space/triangle3.h>
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#include <vcg/space/point2.h>
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#include <float.h>
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namespace vcg {
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@ -43,18 +44,30 @@ template <class SCALAR_TRIANGLE_TYPE> class Triangle2
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public:
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typedef SCALAR_TRIANGLE_TYPE ScalarTriangleType;
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typedef ScalarTriangleType ScalarType;
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typedef Point2< ScalarType > CoordType;
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typedef Point2< ScalarType > CoordType;
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typedef typename Triangle2<ScalarType> TriangleType;
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protected:
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/// Vector of vertex pointer incident in the face
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Point2<ScalarType> _v[3];
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public:
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Triangle2()
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{}
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Triangle2(const CoordType &p0,const CoordType &p1,const CoordType &p2)
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{
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P(0)=p0;
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P(1)=p1;
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P(2)=p2;
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}
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/// Shortcut per accedere ai punti delle facce
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inline CoordType & P( const int j ) { return _v[j];}
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inline CoordType & P0( const int j ) { return _v[j];}
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inline CoordType & P1( const int j ) { return _v[(j+1)%3];}
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inline CoordType & P2( const int j ) { return _v[(j+2)%3];}
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inline const CoordType & P( const int j ) const { return _v[j];}
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inline const CoordType & P0( const int j ) const { return _v[j];}
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inline const CoordType & P1( const int j ) const { return _v[(j+1)%3];}
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inline const CoordType & P2( const int j ) const { return _v[(j+2)%3];}
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@ -62,9 +75,66 @@ public:
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inline const CoordType & cP1( const int j ) const { return _v[(j+1)%3];}
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inline const CoordType & cP2( const int j ) const { return _v[(j+2)%3];}
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/** evaluate barycentric coordinates
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@param bq Point on the face
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@param a barycentric value for V(0)
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@param b barycentric value for V(1)
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@param c barycentric value for V(2)
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@return true se bq appartain to the face, false otherwise
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*/
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bool InterpolationParameters(const CoordType & bq, ScalarType &a, ScalarType &b, ScalarType &c ) const
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{
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const ScalarType EPSILON = ScalarType(0.0001);
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ScalarType v_global,v0,v1,v2;
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ScalarType AreaGlobal=(P(1) - P(0)) ^ (P(2) - P(0));
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ScalarType Area0=(P(2) - P(1)) ^ (bq - P(1));
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ScalarType Area1=(P(0) - P(2)) ^ (bq - P(2));
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ScalarType Area2=(P(1) - P(0)) ^ (bq - P(0));
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/*if ((Area0>(AreaGlobal+EPSILON))||(Area1>(AreaGlobal+EPSILON))||(Area2>(AreaGlobal+EPSILON)))
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return false;*/
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a=Area0/AreaGlobal;
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b=Area1/AreaGlobal;
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c=Area2/AreaGlobal;
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///test inside/outside
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if((a>(ScalarType)1+EPSILON)||(b>(ScalarType)1+EPSILON)||(c>(ScalarType)1+EPSILON))
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return false;
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if(a>1)
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a=(ScalarType)1;
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if(b>1)
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b=(ScalarType)1;
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if(c>1)
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c=(ScalarType)1;
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return true;
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}
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///return the distance to the point q and neighors point p
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void PointDistance(const CoordType & q,
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typename ScalarType & dist,
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typename CoordType & p ) const
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{
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dist=FLT_MAX;
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///find distance to each segment and take minimum
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for (int i=0;i<3;i++)
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{
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vcg::Segment2<float> s=vcg::Segment2<float>(P(i),P((i+1)%3));
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CoordType clos=ClosestPoint<ScalarType>(s,q);
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ScalarType dis_test=(clos-q).Norm();
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if (dis_test<dist)
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{
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dist=dis_test;
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p=clos;
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}
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}
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}
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}; //end Class
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} // end namespace
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#endif
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