Minor changes.
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@ -26,27 +26,38 @@
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History
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$Log: not supported by cvs2svn $
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Revision 1.3 2007/06/06 15:38:57 turini
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Use the barycenter function from triangle3.h instead of
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the one in face\base.h.
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Revision 1.2 2007/06/06 14:26:51 pietroni
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compiling error resolved
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****************************************************************************/
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#include <vcg/space/ray3.h>
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#include <vcg/space/box3.h>
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#include <vcg/space/triangle3.h>
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#ifndef VCG_INSIDE
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#define VCG_INSIDE
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///this static funtion is used to see if one point is inside
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///a triangular mesh or not... First parameter is a spatial indexing
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///structure (eg. a grid) used to perform research operation,
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///initialized with faces of the triangular mesh of type TriMeshType
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/// This static funtion is used to see if one point is inside a triangular mesh or not...
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/// First parameter is a spatial indexing structure (eg. a grid) used to perform research operation, initialized with faces of the triangular mesh of type TriMeshType
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namespace vcg {
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namespace trimesh {
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template <class FaceSpatialIndexing,class TriMeshType>
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class Inside{
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class Inside
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{
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private:
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@ -55,59 +66,43 @@ namespace vcg {
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public:
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//return true if the point is inside the mesh
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static bool Is_Inside(TriMeshType &m,
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FaceSpatialIndexing &_g_mesh,
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const CoordType &test)
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/// Return true if the point is inside the mesh.
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static bool Is_Inside( TriMeshType & m, FaceSpatialIndexing & _g_mesh, const CoordType & test )
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{
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typedef typename TriMeshType::FaceType FaceType;
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typedef typename TriMeshType::ScalarType ScalarType;
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typedef typename TriMeshType::CoordType CoordType;
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const ScalarType EPSILON=0.000001;
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///first test if the element is inside the bb of the mesh
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if (!m.bbox.IsIn(test))
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return false;
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const ScalarType EPSILON = 0.000001;
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/// First test if the element is inside the bounding box of the mesh.
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if( !( m.bbox.IsIn(test) ) ) return false;
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else
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{
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ScalarType dist;
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CoordType Norm,ip,nearest;
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FaceType *f=vcg::trimesh::GetClosestFace<TriMeshType,FaceSpatialIndexing>(m,_g_mesh,test,m.bbox.Diag(),dist,nearest,Norm,ip);
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//any face in the mesh
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assert(f!=NULL);
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//if the point is on the face is considered inside
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if ((test-nearest).Norm()<=EPSILON)
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return true;
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///if the point is in surface of a face then is ok
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if ((ip.V(0)>EPSILON)&&(ip.V(1)>EPSILON)&&(ip.V(2)>EPSILON))
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CoordType Norm, ip, nearest;
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FaceType *f = vcg::trimesh::GetClosestFace< TriMeshType, FaceSpatialIndexing >( m, _g_mesh, test, m.bbox.Diag(), dist, nearest, Norm, ip );
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assert( f != NULL ); /// Check if there is any face in the mesh
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/// If the point is on the face is considered inside.
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if( ( test - nearest ).Norm() <= EPSILON ) return true;
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/// Check if the closest point is inside a face
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if( ( ip.V(0) > EPSILON ) && ( ip.V(1) > EPSILON ) && ( ip.V(2) > EPSILON ) )
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{
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if ((f->N()*(test-nearest))<0)///in this case normal direction is enought
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return true;
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else
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return false;
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/// Check if the test point is inside the mesh using the normal direction
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vcg::Point3f debugn = f->N();
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if( ( f->N() * ( test - nearest ) ) < 0 ) return true;
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else return false;
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}
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///in this case we are not sure because
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///hit an edge or a vertex then we use a ray that
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///go until the barycenter of found face,
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///then see normal value again
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/// In this case we are not sure because hit an edge or a vertex.
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/// So we use a ray that go until the barycenter of found face, then see normal value again
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else
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{
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CoordType bary = vcg::Barycenter< FaceType >(*f);
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vcg::Ray3<ScalarType> r;
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r.Set(test,(bary-test));///set origin and direction
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r.Normalize();
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FaceType *f1=vcg::trimesh::DoRay<TriMeshType,FaceSpatialIndexing>(m,_g_mesh,r,m.bbox.Diag(),dist);
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if (f1==NULL)
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assert(0);
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if ((f1->N()*(test-bary))<0)///in this case normal direction is enought
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return true;
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else
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return false;
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/// Set ray : origin and direction
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vcg::Ray3<ScalarType> r; r.Set( test, ( bary - test ) ); r.Normalize();
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FaceType *f1 = vcg::trimesh::DoRay< TriMeshType, FaceSpatialIndexing >( m, _g_mesh, r, m.bbox.Diag(), dist );
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assert( f1 != NULL );
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/// In this case normal direction is enough.
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if( ( f1->N() * ( test - bary ) ) < 0 ) return true;
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else return false;
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}
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}
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