95 lines
2.0 KiB
C++
95 lines
2.0 KiB
C++
#ifndef __VCGTEST_IMPLICITSPHERE
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#define __VCGTEST_IMPLICITSPHERE
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class ImplicitSphere
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{
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public:
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ImplicitSphere()
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{
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_center.Zero();
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_radius = _sqr_radius = 0.0;
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};
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ImplicitSphere(vcg::Point3f ¢er, float radius)
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{
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_center = center;
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_radius = radius;
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_sqr_radius = radius*radius;
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};
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ImplicitSphere(const ImplicitSphere &sphere)
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{
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_center = sphere._center;
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_radius = sphere._radius;
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_sqr_radius = sphere._sqr_radius;
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};
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ImplicitSphere& operator=(const ImplicitSphere &sphere)
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{
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if (this != &sphere)
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{
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_center = sphere._center;
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_radius = sphere._radius;
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_sqr_radius = sphere._sqr_radius;
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}
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return *this;
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};
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~ImplicitSphere()
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{};
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bool operator!=(const ImplicitSphere &sphere)
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{
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return (sphere._center!=_center && sphere._radius!=_radius);
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};
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float V(int x, int y, int z) const
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{
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vcg::Point3f point((float) x, (float) y, (float) z);
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return (_center-point).Norm() - _radius;
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};
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bool DirectedDistance(const vcg::Point3i &p1, const vcg::Point3i &p2, vcg::Point3f &v, vcg::Point3f &n, float &dist)
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{
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vcg::Point3f orig, dir;
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orig.X() = (float) p1.X();
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orig.Y() = (float) p1.Y();
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orig.Z() = (float) p1.Z();
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dir.X() = (float) p2.X()-p1.X();
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dir.Y() = (float) p2.Y()-p1.Y();
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dir.Z() = (float) p2.Z()-p1.Z();
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double a = dir.SquaredNorm();
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double b = 2.0*(dir*(orig - _center));
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double c = (orig - _center).SquaredNorm() - _radius*_radius;
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double d = b*b - 4.0*a*c;
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if (d >= 0)
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{
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d = sqrt(d);
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double t1 = (-b-d) / (2.0*a);
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double t2 = (-b+d) / (2.0*a);
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double t = 1.00001;
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if (t1 >= 0.0 && t1 < t) t = t1;
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if (t2 >= 0.0 && t2 < t) t = t2;
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if (t != 1.00001)
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{
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v = (vcg::Point3f) (orig + dir*((float)t));
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n = (vcg::Point3f) ((v - _center) / _radius);
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dist = (float) ((dir*n) < 0.0) ? dir.Norm()*t : -dir.Norm()*t;
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return true;
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}
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}
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return false;
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};
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private:
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vcg::Point3f _center;
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float _radius;
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float _sqr_radius;
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};
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#endif // __VCGTEST_IMPLICITSPHERE
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