heavily restructured. Still need a lot of work. Name changed. Some stuff using it could not work anymore...
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@ -19,36 +19,6 @@
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* GNU General Public License (http://www.gnu.org/licenses/gpl.txt) *
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* for more details. *
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* *
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****************************************************************************/
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/****************************************************************************
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History
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$Log: not supported by cvs2svn $
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Revision 1.11 2007/05/02 13:25:45 zifnab1974
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only use typename when necessary
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Revision 1.10 2007/04/10 22:46:57 pietroni
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- line 152 changed call intersection to IntersectionPlaneTriangle because changing in function's name
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Revision 1.9 2007/01/03 15:51:28 pietroni
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added initial define and included missing files
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Revision 1.8 2006/01/19 14:06:37 spinelli
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add std:: namespace...
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Revision 1.7 2005/10/03 16:18:15 spinelli
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add template parameter for spatialindexing struction
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Revision 1.6 2005/05/30 09:11:20 ganovelli
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header added, error in include
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Revision 1.3 2005/05/17 21:19:37 ganovelli
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some std::and typename missing (CRS4)
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Revision 1.2 2005/03/08 14:42:22 ganovelli
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added vcg header
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****************************************************************************/
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#include<vector>
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@ -57,7 +27,6 @@ added vcg header
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#include<vcg/space/plane3.h>
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#include<vcg/space/segment3.h>
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#include<vcg/space/intersection3.h>
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#include<vcg/complex/edgemesh/allocate.h>
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#include<vcg/complex/allocate.h>
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#include<vcg/complex/algorithms/subset.h>
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#include<vcg/complex/algorithms/closest.h>
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@ -68,13 +37,19 @@ added vcg header
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namespace vcg{
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// NAMING CONVENTION
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// INTERSECTION<SIMPLEOBJECT,COMPLEXSTUFF>
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// and it returns the portion of Complexstuff intersected by the simpleobject.
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/** \addtogroup complex */
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/*@{*/
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/**
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Function computing the intersection between a grid and a plane. It returns all the cells intersected
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*/
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template < typename GridType,typename ScalarType>
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bool Intersect( GridType & grid,Plane3<ScalarType> plane, std::vector<typename GridType::Cell *> &cells){
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bool IntersectionPlaneGrid( GridType & grid, Plane3<ScalarType> plane, std::vector<typename GridType::Cell *> &cells)
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{
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cells.clear();
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Point3d p,_d;
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Plane3d pl;
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_d.Import(plane.Direction());
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@ -116,62 +91,7 @@ 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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EdgeMeshType & em,
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double& ave_length,
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IndexingType *grid,
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typename std::vector< typename IndexingType::Cell* >& cells)
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{
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typedef typename TriMeshType::FaceContainer FaceContainer;
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typedef IndexingType GridType;
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typename EdgeMeshType::VertexIterator vi;
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typename TriMeshType::FaceIterator fi;
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std::vector<typename TriMeshType::FaceType*> v;
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v.clear();
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Intersect(*grid,pl,cells);
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Segment3<ScalarType> seg;
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ave_length = 0.0;
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typename std::vector<typename GridType::Cell*>::iterator ic;
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typename GridType::Cell fs,ls;
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for(ic = cells.begin(); ic != cells.end();++ic)
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{
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grid->Grid(*ic,fs,ls);
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typename GridType::Link * lk = fs;
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while(lk != ls){
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typename TriMeshType::FaceType & face = *(lk->Elem());
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if(!face.IsS())
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{
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face.SetS();
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v.push_back(&face);
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if(vcg::IntersectionPlaneTriangle(pl,face,seg))// intersezione piano triangolo
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{
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face.SetS();
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// add to em
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ave_length+=seg.Length();
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vcg::edg::Allocator<EdgeMeshType>::AddEdges(em,1);
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vi = vcg::edg::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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}//endif
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lk++;
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}//end while
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}
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ave_length/=em.en;
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typename std::vector<typename TriMeshType::FaceType*>::iterator v_i;
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for(v_i=v.begin(); v_i!=v.end(); ++v_i) (*v_i)->ClearS();
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return true;
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}
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/** \addtogroup complex */
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/*@{*/
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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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bool IntersectionPlaneMesh(TriMeshType & m,
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Plane3<ScalarType> pl,
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EdgeMeshType & em)
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{
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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::edg::Allocator<EdgeMeshType>::AddEdges(em,1);
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vi = vcg::edg::Allocator<EdgeMeshType>::AddVertices(em,2);
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vcg::tri::Allocator<EdgeMeshType>::AddEdges(em,1);
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vi = vcg::tri::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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em.edge.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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em.edge.back().V(1) = &(*vi);
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}
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}//end for
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