/**************************************************************************** * VCGLib o o * * Visual and Computer Graphics Library o o * * _ O _ * * Copyright(C) 2004 \/)\/ * * Visual Computing Lab /\/| * * ISTI - Italian National Research Council | * * \ * * All rights reserved. * * * * This program is free software; you can redistribute it and/or modify * * it under the terms of the GNU General Public License as published by * * the Free Software Foundation; either version 2 of the License, or * * (at your option) any later version. * * * * This program is distributed in the hope that it will be useful, * * but WITHOUT ANY WARRANTY; without even the implied warranty of * * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * * GNU General Public License (http://www.gnu.org/licenses/gpl.txt) * * for more details. * * * ****************************************************************************/ /**************************************************************************** History $Log: not supported by cvs2svn $ Revision 1.7 2005/02/21 17:03:03 ponchio Added Tight creation. Revision 1.6 2004/12/01 16:06:59 ponchio Distance Revision 1.5 2004/09/29 13:55:33 ponchio Added Distance shpere - point. Revision 1.4 2004/04/02 09:49:01 ponchio Ehm... a couople of small errors. Revision 1.3 2004/04/02 09:44:13 ponchio Sphere ->Sphere3 Revision 1.2 2004/03/25 17:25:46 ponchio #include sbagliato. Revision 1.1 2004/03/21 17:51:57 ponchio First version. ****************************************************************************/ #ifndef VCG_SPHERE_H #define VCG_SPHERE_H #include #include namespace vcg { /** \addtogroup space */ /*@{*/ /** Templated class for 3D sphere. This is the class for definition of a sphere in 3D space. It is stored just as a Point3 and a radius @param T (template parameter) Specifies the type of scalar used to represent coords. Various policy could be added to improve efficience (keeping square of radius for instance). */ template class Sphere3 { protected: Point3 _center; T _radius; public: Sphere3(): _radius(-1) {} Sphere3(const Point3 ¢er, T radius): _center(center), _radius(radius) {} T &Radius() { return _radius; } const T &Radius() const { return _radius; } Point3 &Center() { return _center; } const Point3 &Center() const { return _center; } bool IsEmpty() const { return _radius < 0; } ///return true if @param p - Center() <= Radius() bool IsIn(const Point3 &p) const; void Add(const Point3 &p); void Add(const Sphere3 &sphere); void Intersect(const Sphere3 &sphere); //makes 36 iterations over the data... but get good results. int CreateTight(int n, const Point3 *points, T threshold = 1.01, T speed = 0.6); }; template T Distance(const Sphere3 &sphere, const Point3 &point) { T dist = Distance(point, sphere.Center()) - sphere.Radius(); if(dist < 0) dist = 0; return dist; } template T Distance(const Sphere3 &sphere, const Sphere3 &s) { T dist = Distance(s.Center(), sphere.Center()) - sphere.Radius() - s.Radius(); if(dist < 0) dist = 0; return dist; } typedef Sphere3 Sphere3f; typedef Sphere3 Sphere3d; template void Sphere3::Add(const Sphere3 &sphere) { if(IsEmpty()) { *this = sphere; return; } Point3 dist = sphere.Center() - _center; float distance = dist.Norm(); float fartest = distance + sphere.Radius(); if(fartest <= _radius) return; if(distance == 0) _radius = sphere.Radius(); else { _center += dist * ((fartest - _radius) / (dist.Norm() * 2)); _radius = (_radius + fartest)/2; } } template void Sphere3::Add(const Point3 &p) { if(IsEmpty()) { _center = p; _radius = 0; } Point3 dist = p - _center; float fartest = dist.Norm(); if(fartest <= _radius) return; _center += dist * ((fartest - _radius) / (fartest*2)); _radius = (_radius + fartest)/2; } template bool Sphere3::IsIn(const Point3 &p) const { if(IsEmpty()) return false; Point3 dist = p - _center; return dist.SquaredNorm() <= _radius*_radius; } template void Sphere3::Intersect(const Sphere3 &s) { float dist = Distance(_center, s.Center()); float r = 0.5 * (_radius + s.Radius() - dist); if(r < 0) { _radius = -1; return; } _center = (s.Center()*(_radius - r) + _center*(s.Radius() - r))/dist; _radius = r; } template int Sphere3::CreateTight(int n, const Point3 *points, T threshold, T speed) { //This is quantized gradient descent... really ugly. But simple :P //TODO step should adapt to terrain... for(int i = 0; i < n; i++) Add(points[i]); Radius() *= 1.0001; Point3 center; T radius; //Test with 6 directions Point3f pert[6]; T step = Radius()/8; int count = 0; while(1) { count++; T radius = Radius(); pert[0] = Point3f(step, 0, 0); pert[1] = -pert[0]; pert[2] = Point3f(0, step, 0); pert[3] = -pert[2]; pert[4] = Point3f(0, 0, step); pert[5] = -pert[4]; unsigned int best = 6; T best_radius = Radius()/threshold; for(unsigned int k = 0; k < 6; k++) { center = Center() + pert[k]; radius = 0; for(unsigned int i = 0; i < n; i++) { float r = Distance(center, points[i]); if(r > radius) radius = r; } if(radius < best_radius) { best = k; best_radius = radius; } } if(best != 6) { Center() = Center() + pert[best]; Radius() = best_radius; } step *= speed; if(step < Radius() * (threshold - 1)) break; } Radius() *= 1.01; //Test we did it correctly. for(int i = 0; i < n; i++) assert(IsIn(points[i])); return count; } } //namespace #endif