Added a much more robust IntersectionPlaneMeshQuality function to compute the intersection between a mesh and a plane that exploit quality for storing the distance from the plane and to make consistent decision about the cutting of the plane...
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@ -93,6 +93,7 @@ bool IntersectionPlaneGrid( GridType & grid, Plane3<ScalarType> plane, std::vect
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/*@}*/
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/*@}*/
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/** \addtogroup complex */
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/** \addtogroup complex */
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/*@{*/
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/*@{*/
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/**
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/**
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@ -108,28 +109,80 @@ bool IntersectionPlaneMesh(TriMeshType & m,
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Plane3<ScalarType> pl,
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Plane3<ScalarType> pl,
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EdgeMeshType & em)
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EdgeMeshType & em)
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{
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{
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typename EdgeMeshType::VertexIterator vi;
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typename EdgeMeshType::VertexIterator vi;
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typename TriMeshType::FaceIterator fi;
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typename TriMeshType::FaceIterator fi;
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em.Clear();
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em.Clear();
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Segment3<ScalarType> seg;
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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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for(fi=m.face.begin();fi!=m.face.end();++fi)
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if(!(*fi).IsD())
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if(!(*fi).IsD())
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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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if(vcg::IntersectionPlaneTriangle(pl,*fi,seg))// intersezione piano triangolo
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{
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{
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vcg::tri::Allocator<EdgeMeshType>::AddEdges(em,1);
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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 = vcg::tri::Allocator<EdgeMeshType>::AddVertices(em,2);
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(*vi).P() = seg.P0();
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(*vi).P() = seg.P0();
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em.edge.back().V(0) = &(*vi);
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em.edge.back().V(0) = &(*vi);
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vi++;
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vi++;
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(*vi).P() = seg.P1();
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(*vi).P() = seg.P1();
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em.edge.back().V(1) = &(*vi);
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em.edge.back().V(1) = &(*vi);
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}
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}
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}//end for
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}//end for
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return true;
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return true;
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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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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 IntersectionPlaneMeshQuality(TriMeshType & m,
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Plane3<ScalarType> pl,
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EdgeMeshType & em)
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{
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std::vector<Point3f> ptVec;
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tri::UpdateQuality<TriMeshType>::VertexFromPlane(m,pl);
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for(size_t i=0;i<m.face.size();i++)
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if(!m.face[i].IsD())
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{
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ptVec.clear();
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for(int j=0;j<3;++j)
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{
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if((m.face[i].V0(j)->Q() * m.face[i].V1(j)->Q())<0)
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{
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const Point3f &p0 = m.face[i].V0(j)->cP();
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const Point3f &p1 = m.face[i].V1(j)->cP();
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// printf("Intersection ( %3.2f %3.2f %3.2f )-( %3.2f %3.2f %3.2f )\n",p0[0],p0[1],p0[2],p1[0],p1[1],p1[2]);
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Point3f pp;
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Segment3f seg(p0,p1);
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IntersectionPlaneSegment(pl,seg,pp);
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ptVec.push_back(pp);
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}
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if(m.face[i].V(j)->Q()==0) ptVec.push_back(m.face[i].V(j)->cP());
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}
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if(ptVec.size()>=2)
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{
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typename EdgeMeshType::VertexIterator vi;
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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() = ptVec[0];
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em.edge.back().V(0) = &(*vi);
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vi++;
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(*vi).P() = ptVec[1];
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em.edge.back().V(1) = &(*vi);
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}
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}
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return true;
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}
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/** \addtogroup complex */
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/** \addtogroup complex */
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/*@{*/
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/*@{*/
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/**
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/**
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