211 lines
5.1 KiB
C++
211 lines
5.1 KiB
C++
/****************************************************************************
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* VCGLib o o *
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* Visual and Computer Graphics Library o o *
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* _ O _ *
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* Copyright(C) 2004-2016 \/)\/ *
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* Visual Computing Lab /\/| *
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* ISTI - Italian National Research Council | *
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* \ *
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* All rights reserved. *
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* *
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* This program is free software; you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation; either version 2 of the License, or *
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* (at your option) any later version. *
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* *
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* This program is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU General Public License (http://www.gnu.org/licenses/gpl.txt) *
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* for more details. *
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* *
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****************************************************************************/
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#ifndef __VOXEL_H__
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#define __VOXEL_H__
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namespace vcg {
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// Stato di un voxel
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// B() dice se ci sono dati in uno stadio usabile.
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// Cnt() dice quanti ce ne sono stati sommati (per la normalizzazione)
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// b==false cnt==0 totalmente non inzializzato (Zero)
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// b==false cnt >0 da normalizzare
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// b==true cnt==0 gia' normalizzato
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// b==true cnt >0 Errore!!!
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/**
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*
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*/
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template<class SCALAR_TYPE=float>
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class Voxel
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{
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public:
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typedef SCALAR_TYPE scalar;
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Voxel(SCALAR_TYPE vv, bool bb, Point3<scalar> nn, short _cnt) {v=vv;b=bb;n=nn;cnt=_cnt;}
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Voxel(SCALAR_TYPE vv, Point3<scalar> nn, scalar qq) {v=vv;b=true;n=nn;cnt=0;q=qq;}
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const Point3<scalar> &N() const { return n; }
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void SetN(const Point3<scalar> &nn) { n=nn; }
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const scalar &V() const { return v; }
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void SetV(const scalar &vv) { v=vv; }
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const scalar &Q() const { return q; }
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void SetQ(const scalar &qq) { q=qq; }
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bool B() const {return b;};
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void SetB(bool val) {b=val;}
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int Cnt() const {return cnt;}
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void SetCnt(int val) {cnt=val;}
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inline void Blend( Voxel const & vx, scalar w)
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{
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float w1=1.0-w;
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v=v*w1+vx.v*w;
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q=q*w1+vx.q*w;
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n=n*w1+vx.n*w;
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//return *this;
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}
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inline Voxel & operator += ( Voxel const & vx)
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{
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assert(!b);
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if(cnt==0)
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{
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v=vx.v;
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q=vx.q;
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n=vx.n;
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cnt=1;
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b=false;
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}
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else
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{
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v+=vx.v;
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q+=vx.q;
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n+=vx.n;
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++cnt;
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}
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return *this;
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}
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inline bool Normalize(int thr)
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{
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assert(cnt>0);
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assert(!B());
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if(cnt<thr)
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{
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(*this) = Zero();
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return false;
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}
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v/=cnt;
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q/=cnt;
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n/=cnt;
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cnt=0;
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b=true;
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return true;
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}
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static const Voxel &Zero() {
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static Voxel tt(0,false,Point3f(0,0,0),0);
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return tt;
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}
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void Merge(const Voxel &VOX)
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{
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v=(v*q+VOX.Q()*VOX.v)/(q+VOX.Q());
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n=(n*q+VOX.n*VOX.Q())/(q+VOX.Q());
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q=q+VOX.Q();
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}
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void Set(const Voxel &VOX)
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{
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v=VOX.v;
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n=VOX.n;
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q=VOX.q;
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}
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protected:
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bool b;
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short cnt;
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scalar v;
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scalar q;
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Point3<SCALAR_TYPE> n;
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};
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class Voxelfc :public Voxel<float>
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{
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public:
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Voxelfc(float vv, bool bb, Point3f nn, short _cnt) :Voxel<float>(vv,bb,nn,_cnt){}
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Voxelfc(float vv, Point3f nn, scalar qq) :Voxel<float>(vv,nn,qq) {}
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Voxelfc(float vv, Point3f nn, scalar qq,Color4b cc) :Voxel<float>(vv,nn,qq)
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{
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c[0]=cc[0];
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c[1]=cc[1];
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c[2]=cc[2];
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}
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inline bool Normalize(int thr)
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{
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if(cnt>=thr) c/=cnt;
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return Voxel<float>::Normalize(thr);
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}
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static const Voxelfc &Zero() {
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static Voxelfc tt(0,false,Point3f(0,0,0),0);
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return tt;
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}
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void Merge(const Voxelfc &VOX)
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{
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c=( c*q + VOX.C()*VOX.Q() )/(q+VOX.Q());
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Voxel<float>::Merge(VOX);
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}
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void Set(const Voxelfc &VOX)
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{
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Voxel<float>::Set(VOX);
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c=VOX.c;
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}
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const float &C(const int i) const { return c[i]; }
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const Point3f &C() const { return c; }
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void SetC(const Point3f &cc) { c=cc; }
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Color4b C4b() const
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{
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static Color4b cc;
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cc=Color4b(c[0],c[1],c[2],255);
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return cc;
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}
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inline void Blend( Voxelfc const & vx, scalar w)
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{
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float w1=1.0-w;
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v=v*w1+vx.v*w;
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q=q*w1+vx.q*w;
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n=n*w1+vx.n*w;
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c=c*w1+vx.c*w;
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//return *this;
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}
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inline Voxelfc & operator += ( Voxelfc const & vx)
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{
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Voxel<float>::operator +=(vx);
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if(cnt==1) c =vx.c;
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else c+=vx.c;
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return *this;
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}
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private:
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Point3f c;
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};
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}
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#endif
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