vcglib/vcg/complex/algorithms/create/plymc/svoxel.h

175 lines
5.3 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. *
* *
****************************************************************************/
#ifndef __SVOXEL_H__
#define __SVOXEL_H__
template<class SCALAR_TYPE=float>
class SVoxel
{
private:
short v; // distanza dalla superficie espressa in centesimi di voxel;
short q; // come distanza dal bordo espressa in centesimi di voxel; // nota che questo implica che non si potrebbe rasterizzare una singola mesh in un volume di lato > 3000^3
char n[3];
unsigned char cnt;
// se != 0 b deve essere true;
// b e'tenuto implicitamente usando cnt;
// se cnt == 0 || cnt>0 -> b=false
// se cnt == 255 -> b=true
// b==false cnt==0 totalmente non inzializzato (Zero)
// b==false cnt >0 da normalizzare
// b==true cnt==0 gia' normalizzato
// b==true cnt >0 Errore!!!
public:
typedef SCALAR_TYPE scalar;
SVoxel(SCALAR_TYPE vv, bool /*bb*/, Point3<scalar> &nn, scalar qq) {SetV(vv);SetN(nn);SetQ(qq);}
SVoxel(SCALAR_TYPE vv, const Point3<scalar> &nn, scalar qq) {SetV(vv);SetN(nn);SetQ(qq);cnt=255;}
bool B() const {return cnt==255;} // puo' essere a true solo se cnt == 0; (il che significa che e' stato gia' normalizzato
void SetB(bool val) {
assert( val == (cnt==255 || cnt==0) );
if(val) cnt=255;
else if(cnt==255) cnt=0;
}
int Cnt() {
if(cnt==255) return 0;
else return int(cnt);
}
void SetCnt(int val) { cnt=(unsigned char)val;}
Point3<scalar> N() const {
return Point3<scalar>(scalar(n[0])/127.0f,scalar(n[1])/127.0f,scalar(n[2])/127.0f);
}
scalar N(const int i) const
{
return scalar(n[i])/127.0f;
}
void SetN(const Point3<scalar> &nn)
{
n[0]=char( nn[0]*127.0f );
n[1]=char( nn[1]*127.0f );
n[2]=char( nn[2]*127.0f );
}
scalar V() const
{
return scalar(v)/100.0f;
}
inline void Blend( SVoxel const & vx, scalar w)
{
float w1=1.0-w;
SetV(V()*w1+vx.V()*w);
SetQ(Q()*w1+vx.Q()*w);
SetN(N()*w1+vx.N()*w);
//return *this;
}
void SetV(const float &vv)
{
v= short(vv*100.0f);
if(v==0) v=1;
}
scalar Q() const
{
return scalar(q)/20.0f;
}
void SetQ(const float &qq)
{
int qi = qq * 20.0f;
if (qi>32767) qi =32767;
q = qi;
}
void Merge(const SVoxel &VOX)
{
v=(v*Q()+VOX.Q()*VOX.v)/(Q()+VOX.Q());
SetQ(Q()+VOX.Q());
}
void Set(const SVoxel &VOX)
{
v=VOX.v;
n[0]=VOX.n[0];
n[1]=VOX.n[1];
n[2]=VOX.n[2];
q=VOX.q;
}
inline SVoxel & operator += ( SVoxel const & vx)
{
if(cnt==0)
{
v=vx.v;
q=vx.q;
n[0]=vx.n[0];
n[1]=vx.n[1];
n[2]=vx.n[2];
cnt=1;
}
else
{
const int cnt1=cnt+1;
v+=vx.v;
q = (q*cnt+vx.q)/(cnt1);
n[0]=(vx.n[0]*int(cnt) +vx.n[0])/(cnt1) ;
n[1]=(vx.n[1]*int(cnt) +vx.n[1])/(cnt1) ;
n[2]=(vx.n[2]*int(cnt) +vx.n[2])/(cnt1) ;
if(cnt==255) cnt=1;
else ++cnt;
}
return *this;
}
inline bool Normalize(int thr)
{
assert(cnt>0);
if(cnt<thr)
{
(*this) = Zero();
return false;
}
v= v/cnt; // gli altri membri sono gia' normalizzati
cnt=255;
// b=true; inutile!
return true;
}
bool IsZero() const { return v==0; }
static const SVoxel &Zero() {
static SVoxel tt(0,false,Point3f(0,0,0),0);
return tt;
}
};
#endif