115 lines
3.7 KiB
C++
115 lines
3.7 KiB
C++
#include<vector>
|
|
#include<vcg/space/point3.h>
|
|
#include<vcg/space/plane3.h>
|
|
#include<vcg/space/segment3.h>
|
|
#include<vcg/space/intersection3.h>
|
|
#include<vcg/space/index/grid_static_ptr.h>
|
|
|
|
|
|
|
|
namespace vcg{
|
|
|
|
/** \addtogroup complex */
|
|
/*@{*/
|
|
/**
|
|
Function computing the intersection between a grid and a plane. It returns all the cells intersected
|
|
*/
|
|
template < typename GridType,typename ScalarType>
|
|
bool Intersect( GridType & grid,Plane3<ScalarType> plane, vector<typename GridType::Cell *> &cells){
|
|
Point3d p,_d;
|
|
Plane3d pl;
|
|
_d.Import(plane.Direction());
|
|
pl.SetDirection(_d);
|
|
pl.SetOffset(plane.Offset());
|
|
for( int ax = 0; ax <3; ++ax)
|
|
{ int axis = ax;
|
|
int axis0 = (axis+1)%3;
|
|
int axis1 = (axis+2)%3;
|
|
int i,j;
|
|
Point3i pi;
|
|
|
|
Segment3<double> seg;
|
|
seg.P0().Import(grid.bbox.min);
|
|
seg.P1().Import(grid.bbox.min);
|
|
seg.P1()[axis] = grid.bbox.max[axis];
|
|
|
|
for(i = 0 ; i <= grid.siz[axis0]; ++i){
|
|
for(j = 0 ; j <= grid.siz[axis1]; ++j)
|
|
{
|
|
seg.P0()[axis0] = grid.bbox.min[axis0]+ (i+0.1) * grid.voxel[axis0] ;
|
|
seg.P1()[axis0] = grid.bbox.min[axis0]+ (i+0.1) * grid.voxel[axis0];
|
|
seg.P0()[axis1] = grid.bbox.min[axis1]+ (j+0.1) * grid.voxel[axis1];
|
|
seg.P1()[axis1] = grid.bbox.min[axis1]+ (j+0.1) * grid.voxel[axis1];
|
|
if ( Intersection(pl,seg,p))
|
|
{
|
|
pi[axis] = min(max(0,floor((p[axis ]-grid.bbox.min[axis])/grid.voxel[axis])),grid.siz[axis]);
|
|
pi[axis0] = i;
|
|
pi[axis1] = j;
|
|
grid.Grid(pi,axis,cells);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
sort(cells.begin(),cells.end());
|
|
cells.erase(unique(cells.begin(),cells.end()),cells.end());
|
|
|
|
return false;
|
|
}
|
|
|
|
/*@}*/
|
|
|
|
/** \addtogroup complex */
|
|
/*@{*/
|
|
/**
|
|
Function computing the intersection between a trimesh and a plane. It returns an EdgeMesh.
|
|
Note: This version always returns a segment for each triangle of the mesh which intersects with the plane. In other
|
|
words there are 2*n vertices where n is the number of segments fo the mesh. You can run vcg::edge::Unify to unify
|
|
the vertices closer that a given value epsilon. Note that, due to subtraction error during triangle plane intersection,
|
|
it is not safe to put epsilon to 0.
|
|
*/
|
|
// TODO si dovrebbe considerare la topologia face-face della trimesh per derivare quella della edge mesh..
|
|
template < typename TriMeshType, typename EdgeMeshType, class ScalarType>
|
|
bool Intersection( TriMeshType & m, Plane3<ScalarType> pl,EdgeMeshType & em,double& ave_length,
|
|
typename GridStaticPtr<typename TriMeshType::FaceContainer> *grid,
|
|
typename vector< typename GridStaticPtr<typename TriMeshType::FaceContainer>::Cell* >& cells){
|
|
typedef typename TriMeshType::FaceContainer FaceContainer;
|
|
typedef GridStaticPtr<FaceContainer> GridType;
|
|
EdgeMeshType::VertexIterator vi;
|
|
TriMeshType::FaceIterator fi;
|
|
|
|
Intersect(*grid,pl,cells);
|
|
Segment3<ScalarType> seg;
|
|
ave_length = 0.0;
|
|
vector<GridType::Cell*>::iterator ic;
|
|
GridType::Cell fs,ls;
|
|
for(ic = cells.begin(); ic != cells.end();++ic)
|
|
{
|
|
grid->Grid(*ic,fs,ls);
|
|
GridType::Link * lk = fs;
|
|
while(lk != ls){
|
|
TriMeshType::FaceType & face = *(lk->Elem());
|
|
if(!face.IsS())
|
|
{
|
|
face.SetS();
|
|
if(vcg::Intersection(pl,face,seg))// intersezione piano triangolo
|
|
{
|
|
// add to em
|
|
ave_length+=seg.Length();
|
|
vcg::edge::Allocator<EdgeMeshType>::AddEdges(em,1);
|
|
vi = vcg::edge::Allocator<EdgeMeshType>::AddVertices(em,2);
|
|
(*vi).P() = seg.P0();
|
|
em.edges.back().V(0) = &(*vi);
|
|
vi++;
|
|
(*vi).P() = seg.P1();
|
|
em.edges.back().V(1) = &(*vi);
|
|
}
|
|
}//endif
|
|
lk++;
|
|
}//end while
|
|
}
|
|
ave_length/=em.en;
|
|
|
|
return true;
|
|
}
|
|
/*@}*/
|
|
} // end namespace vcg
|