added a basic Function computing the intersection between a trimesh and a plane that does not require a spatial search structure (useful if you want to make a small number of slices)
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@ -115,19 +115,8 @@ bool Intersect( GridType & grid,Plane3<ScalarType> plane, std::vector<typename
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}
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/*@}*/
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/** \addtogroup complex */
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/*@{*/
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/**
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Function computing the intersection between a trimesh and a plane. It returns an EdgeMesh.
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Note: This version always returns a segment for each triangle of the mesh which intersects with the plane. In other
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words there are 2*n vertices where n is the number of segments fo the mesh. You can run vcg::edge::Unify to unify
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the vertices closer that a given value epsilon. Note that, due to subtraction error during triangle plane intersection,
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it is not safe to put epsilon to 0.
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// TODO si dovrebbe considerare la topologia face-face della trimesh per derivare quella della edge mesh..
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*/
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template < typename TriMeshType, typename EdgeMeshType, class ScalarType, class IndexingType >
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bool Intersection( /*TriMeshType & m, */
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template < typename TriMeshType, typename EdgeMeshType, class ScalarType, class IndexingType >
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bool Intersection( /*TriMeshType & m, */
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Plane3<ScalarType> pl,
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EdgeMeshType & em,
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double& ave_length,
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@ -179,6 +168,43 @@ bool Intersection( /*TriMeshType & m, */
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return true;
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}
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/** \addtogroup complex */
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/*@{*/
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/**
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Basic Function computing the intersection between a trimesh and a plane. It returns an EdgeMesh without needing anything else.
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Note: This version always returns a segment for each triangle of the mesh which intersects with the plane. In other
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words there are 2*n vertices where n is the number of segments fo the mesh. You can run vcg::edge::Unify to unify
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the vertices closer that a given value epsilon. Note that, due to subtraction error during triangle plane intersection,
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it is not safe to put epsilon to 0.
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// TODO si dovrebbe considerare la topologia face-face della trimesh per derivare quella della edge mesh..
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*/
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template < typename TriMeshType, typename EdgeMeshType, class ScalarType >
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bool Intersection(TriMeshType & m,
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Plane3<ScalarType> pl,
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EdgeMeshType & em)
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{
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typename EdgeMeshType::VertexIterator vi;
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typename TriMeshType::FaceIterator fi;
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em.Clear();
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Segment3<ScalarType> seg;
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for(fi=m.face.begin();fi!=m.face.end();++fi)
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if(!(*fi).IsD())
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{
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if(vcg::IntersectionPlaneTriangle(pl,*fi,seg))// intersezione piano triangolo
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{
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vcg::edge::Allocator<EdgeMeshType>::AddEdges(em,1);
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vi = vcg::edge::Allocator<EdgeMeshType>::AddVertices(em,2);
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(*vi).P() = seg.P0();
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em.edges.back().V(0) = &(*vi);
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vi++;
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(*vi).P() = seg.P1();
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em.edges.back().V(1) = &(*vi);
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}
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}//end for
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return true;
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}
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/** \addtogroup complex */
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/*@{*/
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/**
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