Corrected bug of trivial walker when used on a sub volume
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62f9ecf602
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@ -108,10 +108,8 @@ public:
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Vol.resize(this->siz[0]*this->siz[1]*this->siz[2]);
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this->ComputeDimAndVoxel();
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}
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};
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template <class _ScalarType=float>
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class SimpleVoxel
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{
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@ -163,18 +161,10 @@ private:
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typedef typename MeshType::VertexPointer VertexPointer;
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public:
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// subbox is the portion of the volume to be computed
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// resolution determine the sampling step:
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// should be a divisor of bbox size (e.g. if bbox size is 256^3 resolution could be 128,64, etc)
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void Init(VolumeType &volume)
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{
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Init(volume,Box3i(Point3i(0,0,0),volume.ISize()));
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}
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void Init(VolumeType &/*volume*/, Box3i subbox)
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// SetExtractionBox set the portion of the volume to be traversed
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void SetExtractionBox(Box3i subbox)
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{
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_bbox = subbox;
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_bbox = subbox;
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_slice_dimension = _bbox.DimX()*_bbox.DimZ();
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_x_cs = new VertexIndex[ _slice_dimension ];
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@ -182,40 +172,39 @@ private:
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_z_cs = new VertexIndex[ _slice_dimension ];
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_x_ns = new VertexIndex[ _slice_dimension ];
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_z_ns = new VertexIndex[ _slice_dimension ];
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}
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~TrivialWalker()
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{_thr=0;}
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TrivialWalker()
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{
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_bbox.SetNull();
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_slice_dimension=0;
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}
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template<class EXTRACTOR_TYPE>
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void BuildMesh(MeshType &mesh, VolumeType &volume, EXTRACTOR_TYPE &extractor, const float threshold, vcg::CallBackPos * cb=0)
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{
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Init(volume);
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if(_bbox.IsNull() || _slice_dimension==0)
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SetExtractionBox(Box3i(Point3i(0,0,0),volume.ISize()));
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_volume = &volume;
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_mesh = &mesh;
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_mesh->Clear();
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_thr=threshold;
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vcg::Point3i p1, p2;
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Begin();
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extractor.Initialize();
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for (int j=_bbox.min.Y(); j<(_bbox.max.Y()-1)-1; j+=1)
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{
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if(cb && ((j%10)==0) ) cb(j*_bbox.DimY()/100.0,"Marching volume");
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for (int i=_bbox.min.X(); i<(_bbox.max.X()-1)-1; i+=1)
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{
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for (int k=_bbox.min.Z(); k<(_bbox.max.Z()-1)-1; k+=1)
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{
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p1.X()=i; p1.Y()=j; p1.Z()=k;
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p2.X()=i+1; p2.Y()=j+1; p2.Z()=k+1;
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Point3i p1(i,j,k);
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Point3i p2(i+1,j+1,k+1);
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if(volume.ValidCell(p1,p2))
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extractor.ProcessCell(p1, p2);
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}
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}
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NextSlice();
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NextYSlice();
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}
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extractor.Finalize();
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_volume = NULL;
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@ -229,7 +218,7 @@ private:
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bool Exist(const vcg::Point3i &p0, const vcg::Point3i &p1, VertexPointer &v)
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{
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int pos = p0.X()+p0.Z()*_bbox.max.X();
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int pos = p0.X()+p0.Z()*_bbox.DimX();
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int vidx;
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if (p0.X()!=p1.X()) // punti allineati lungo l'asse X
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@ -249,8 +238,8 @@ private:
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{
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int i = p1.X() - _bbox.min.X();
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int z = p1.Z() - _bbox.min.Z();
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VertexIndex index = i+z*_bbox.max.X();
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VertexIndex pos;
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VertexIndex index = i+z*_bbox.DimX();
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VertexIndex pos=-1;
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if (p1.Y()==_current_slice)
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{
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if ((pos=_x_cs[index])==-1)
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@ -282,7 +271,7 @@ private:
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{
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int i = p1.X() - _bbox.min.X();
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int z = p1.Z() - _bbox.min.Z();
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VertexIndex index = i+z*_bbox.max.X();
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VertexIndex index = i+z*_bbox.DimX();
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VertexIndex pos;
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if ((pos=_y_cs[index])==-1)
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{
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@ -298,7 +287,7 @@ private:
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{
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int i = p1.X() - _bbox.min.X();
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int z = p1.Z() - _bbox.min.Z();
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VertexIndex index = i+z*_bbox.max.X();
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VertexIndex index = i+z*_bbox.DimX();
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VertexIndex pos;
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if (p1.Y()==_current_slice)
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{
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@ -343,7 +332,7 @@ protected:
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VolumeType *_volume;
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float _thr;
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void NextSlice()
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void NextYSlice()
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{
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memset(_x_cs, -1, _slice_dimension*sizeof(VertexIndex));
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memset(_y_cs, -1, _slice_dimension*sizeof(VertexIndex));
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