vcglib/apps/sample/aabb_binary_tree/aabb_binary_tree.cpp

149 lines
5.6 KiB
C++

/****************************************************************************
* VCGLib o o *
* Visual and Computer Graphics Library o o *
* _ O _ *
* Copyright(C) 2004-2016 \/)\/ *
* 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. *
* *
****************************************************************************/
#include <stdio.h>
#include<vcg/complex/complex.h>
#include<vcg/simplex/face/distance.h>
#include<vcg/simplex/face/component_ep.h>
#include <vcg/complex/algorithms/create/platonic.h>
#include <vcg/complex/algorithms/update/normal.h>
#include <vcg/complex/algorithms/update/component_ep.h>
#include <vcg/complex/algorithms/update/flag.h>
#include <vcg/space/intersection3.h>
#include <vcg/space/index/aabb_binary_tree/aabb_binary_tree.h>
typedef float AScalarType;
using namespace vcg;
class AVertex;
class AFace;
struct MyUsedTypes : public vcg::UsedTypes< vcg::Use<AVertex> ::AsVertexType,
vcg::Use<AFace> ::AsFaceType>{};
class AVertex : public Vertex< MyUsedTypes, vertex::Normal3f, vertex::Coord3f,vertex::BitFlags >{};
class AFace : public Face< MyUsedTypes, face::VertexRef, face::Normal3f, face::EdgePlane, face::BitFlags> {};
class AMesh : public vcg::tri::TriMesh< std::vector<AVertex>, std::vector<AFace> > { };
typedef vcg::AABBBinaryTreeIndex<AFace, AScalarType, vcg::EmptyClass> AIndex;
static AMesh gMesh;
static AIndex gIndex;
static void CreateMesh(void) {
vcg::tri::Dodecahedron<AMesh>(gMesh);
vcg::tri::UpdateFlags<AMesh>::Clear(gMesh);
vcg::tri::UpdateNormal<AMesh>::PerVertexNormalized(gMesh);
vcg::tri::UpdateComponentEP<AMesh>::Set(gMesh);
}
static void SetIndex(void) {
gIndex.Set(gMesh.face.begin(), gMesh.face.end());
}
static void TestClosest(void) {
vcg::face::PointDistanceEPFunctor<AIndex::ScalarType> getPtDist;
const AIndex::CoordType queryPoint((AIndex::ScalarType)0, (AIndex::ScalarType)0, (AIndex::ScalarType)0);
const AIndex::ScalarType maxDist = std::numeric_limits<AIndex::ScalarType>::max();
AIndex::ObjPtr closestFace;
AIndex::ScalarType closestDist;
AIndex::CoordType closestPoint;
vcg::EmptyClass a;
closestFace = gIndex.GetClosest(getPtDist, a, queryPoint, maxDist, closestDist, closestPoint);
printf("GetClosest Test:\n");
if (closestFace != 0) {
printf("\tface : 0x%p\n", closestFace);
printf("\tdistance : %f\n", closestDist);
printf("\tpoint : [%f, %f, %f]\n", closestPoint[0], closestPoint[1], closestPoint[2]);
}
else {
printf("\tno object found (index is probably empty).\n");
}
}
static void TestKClosest(void) {
vcg::face::PointDistanceEPFunctor<AIndex::ScalarType> getPtDist;
const unsigned int k = 10;
const AIndex::CoordType queryPoint((AIndex::ScalarType)0, (AIndex::ScalarType)0, (AIndex::ScalarType)0);
const AIndex::ScalarType maxDist = std::numeric_limits<AIndex::ScalarType>::max();
std::vector<AIndex::ObjPtr> closestObjects;
std::vector<AIndex::ScalarType> closestDistances;
std::vector<AIndex::CoordType> closestPoints;
vcg::EmptyClass a;
unsigned int rk = gIndex.GetKClosest(getPtDist, a, k, queryPoint, maxDist, closestObjects, closestDistances, closestPoints);
printf("GetKClosest Test:\n");
printf("\tfound %d objects\n", rk);
}
static void TestRay(void) {
const bool TEST_BACK_FACES = true;
vcg::RayTriangleIntersectionFunctor<TEST_BACK_FACES> rayIntersector;
const AIndex::ScalarType maxDist = std::numeric_limits<AIndex::ScalarType>::max();
const AIndex::CoordType rayOrigin((AIndex::ScalarType)0, (AIndex::ScalarType)0, (AIndex::ScalarType)0);
const AIndex::CoordType rayDirection((AIndex::ScalarType)1, (AIndex::ScalarType)0, (AIndex::ScalarType)0);
const vcg::Ray3<AIndex::ScalarType, false> ray(rayOrigin, rayDirection);
AIndex::ObjPtr isectFace;
AIndex::ScalarType rayT;
AIndex::CoordType isectPt;
vcg::EmptyClass a;
isectFace = gIndex.DoRay(rayIntersector, a , ray, maxDist, rayT);
printf("DoRay Test:\n");
if (isectFace != 0) {
printf("\tface : 0x%p\n", isectFace);
printf("\tray t : %f\n", rayT);
}
else {
printf("\tno object found (index is probably empty).\n");
}
}
int main (int /*argc*/, char ** /*argv*/) {
CreateMesh();
SetIndex();
printf("Spatial Index Tests\n");
printf("---\n");
TestClosest();
printf("---\n");
TestKClosest();
printf("---\n");
TestRay();
printf("---\n");
return (0);
}