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4ac273db73
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1ac5c66e78
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@ -115,6 +115,10 @@ bool Intersect( GridType & grid,Plane3<ScalarType> plane, std::vector<typename
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}
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/*@}*/
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/**
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Basic Function computing the intersection between a trimesh and a plane, provided a pointer
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to an space indexing data structure (e.g. a grid, an oct-tree..)
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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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Plane3<ScalarType> pl,
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@ -239,11 +243,9 @@ bool Intersection(Plane3<ScalarType> pl,
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return true;
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}
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/*****************************************************************/
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/*INTERSECTION RAY - MESH */
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/* */
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/* Intersection between a Ray and a Mesh. Returns a 3D Pointset! */
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/*****************************************************************/
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/**
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Computes the intersection between a Ray and a Mesh. Returns a 3D Pointset.
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*/
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template < typename TriMeshType, class ScalarType>
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bool IntersectionRayMesh(
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/* Input Mesh */ TriMeshType * m,
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@ -277,6 +279,77 @@ bool IntersectionRayMesh(
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return hit;
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}
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/**
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Compute the intersection between a mesh and a ball.
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given a mesh return a new mesh made by a copy of all the faces entirely includeded in the ball plus
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new faces created by refining the ones intersected by the ball border.
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It works by recursively splitting the triangles that cross the border, as long as their area is greater than
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a given value tol. If no value is provided, 1/10^5*2*pi*radius is used
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NOTE: the returned mesh is a triangle soup
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*/
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template < typename TriMeshType, class ScalarType>
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void IntersectionBallMesh( TriMeshType & m, const vcg::Sphere3<ScalarType> &ball, TriMeshType & res,
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float tol = 0){
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typename TriMeshType::VertexIterator v0,v1,v2;
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typename TriMeshType::FaceIterator fi;
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std::vector<typename TriMeshType:: FaceType*> closests;
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vcg::Point3<ScalarType> witness;
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std::pair<ScalarType, ScalarType> info;
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if(tol == 0) tol = M_PI * ball.Radius() * ball.Radius() / 10000;
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for(fi = m.face.begin(); fi != m.face.end(); ++fi)
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if(!(*fi).IsD() && IntersectionSphereTriangle<ScalarType>(ball ,(*fi), witness , &info))
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closests.push_back(&(*fi));
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res.Clear();
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SubSet(res,closests);
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int i =0;
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while(i<res.fn){
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bool allIn = ( ball.IsIn(res.face[i].P(0)) && ball.IsIn(res.face[i].P(1))&&ball.IsIn(res.face[i].P(2)));
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if( IntersectionSphereTriangle<ScalarType>(ball ,res.face[i], witness , &info) && !allIn){
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if(vcg::DoubleArea(res.face[i]) > tol)
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{
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// split the face res.face[i] in four, add the four new faces to the mesh and delete the face res.face[i]
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v0 = vcg::tri::Allocator<TriMeshType>::AddVertices(res,3);
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fi = vcg::tri::Allocator<TriMeshType>::AddFaces(res,4);
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v1 = v0; ++v1;
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v2 = v1; ++v2;
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(*v0).P() = (res.face[i].P(0) + res.face[i].P(1))*0.5;
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(*v1).P() = (res.face[i].P(1) + res.face[i].P(2))*0.5;
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(*v2).P() = (res.face[i].P(2) + res.face[i].P(0))*0.5;
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(*fi).V(0) = res.face[i].V(0);
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(*fi).V(1) = &(*v0);
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(*fi).V(2) = &(*v2);
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++fi;
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(*fi).V(0) = res.face[i].V(1);
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(*fi).V(1) = &(*v1);
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(*fi).V(2) = &(*v0);
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++fi;
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(*fi).V(0) = &(*v0);
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(*fi).V(1) = &(*v1);
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(*fi).V(2) = &(*v2);
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++fi;
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(*fi).V(0) = &(*v2);
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(*fi).V(1) = &(*v1);
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(*fi).V(2) = res.face[i].V(2) ;
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vcg::tri::Allocator<TriMeshType>::DeleteFace(res,res.face[i]);
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}
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}// there was no intersection with the boundary
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if(info.first > 0.0) // closest point - radius. If >0 is outside
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vcg::tri::Allocator<TriMeshType>::DeleteFace(res,res.face[i]);
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++i;
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}
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}
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/*@}*/
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} // end namespace vcg
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#endif
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