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

211 lines
5.1 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 __VOXEL_H__
#define __VOXEL_H__
namespace vcg {
// Stato di un voxel
// B() dice se ci sono dati in uno stadio usabile.
// Cnt() dice quanti ce ne sono stati sommati (per la normalizzazione)
// 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!!!
/**
*
*/
template<class SCALAR_TYPE=float>
class Voxel
{
public:
typedef SCALAR_TYPE scalar;
Voxel(SCALAR_TYPE vv, bool bb, Point3<scalar> nn, short _cnt) {v=vv;b=bb;n=nn;cnt=_cnt;}
Voxel(SCALAR_TYPE vv, Point3<scalar> nn, scalar qq) {v=vv;b=true;n=nn;cnt=0;q=qq;}
const Point3<scalar> &N() const { return n; }
void SetN(const Point3<scalar> &nn) { n=nn; }
const scalar &V() const { return v; }
void SetV(const scalar &vv) { v=vv; }
const scalar &Q() const { return q; }
void SetQ(const scalar &qq) { q=qq; }
bool B() const {return b;};
void SetB(bool val) {b=val;}
int Cnt() const {return cnt;}
void SetCnt(int val) {cnt=val;}
inline void Blend( Voxel const & vx, scalar w)
{
float w1=1.0-w;
v=v*w1+vx.v*w;
q=q*w1+vx.q*w;
n=n*w1+vx.n*w;
//return *this;
}
inline Voxel & operator += ( Voxel const & vx)
{
assert(!b);
if(cnt==0)
{
v=vx.v;
q=vx.q;
n=vx.n;
cnt=1;
b=false;
}
else
{
v+=vx.v;
q+=vx.q;
n+=vx.n;
++cnt;
}
return *this;
}
inline bool Normalize(int thr)
{
assert(cnt>0);
assert(!B());
if(cnt<thr)
{
(*this) = Zero();
return false;
}
v/=cnt;
q/=cnt;
n/=cnt;
cnt=0;
b=true;
return true;
}
static const Voxel &Zero() {
static Voxel tt(0,false,Point3f(0,0,0),0);
return tt;
}
void Merge(const Voxel &VOX)
{
v=(v*q+VOX.Q()*VOX.v)/(q+VOX.Q());
n=(n*q+VOX.n*VOX.Q())/(q+VOX.Q());
q=q+VOX.Q();
}
void Set(const Voxel &VOX)
{
v=VOX.v;
n=VOX.n;
q=VOX.q;
}
protected:
bool b;
short cnt;
scalar v;
scalar q;
Point3<SCALAR_TYPE> n;
};
class Voxelfc :public Voxel<float>
{
public:
Voxelfc(float vv, bool bb, Point3f nn, short _cnt) :Voxel<float>(vv,bb,nn,_cnt){}
Voxelfc(float vv, Point3f nn, scalar qq) :Voxel<float>(vv,nn,qq) {}
Voxelfc(float vv, Point3f nn, scalar qq,Color4b cc) :Voxel<float>(vv,nn,qq)
{
c[0]=cc[0];
c[1]=cc[1];
c[2]=cc[2];
}
inline bool Normalize(int thr)
{
if(cnt>=thr) c/=cnt;
return Voxel<float>::Normalize(thr);
}
static const Voxelfc &Zero() {
static Voxelfc tt(0,false,Point3f(0,0,0),0);
return tt;
}
void Merge(const Voxelfc &VOX)
{
c=( c*q + VOX.C()*VOX.Q() )/(q+VOX.Q());
Voxel<float>::Merge(VOX);
}
void Set(const Voxelfc &VOX)
{
Voxel<float>::Set(VOX);
c=VOX.c;
}
const float &C(const int i) const { return c[i]; }
const Point3f &C() const { return c; }
void SetC(const Point3f &cc) { c=cc; }
Color4b C4b() const
{
static Color4b cc;
cc=Color4b(c[0],c[1],c[2],255);
return cc;
}
inline void Blend( Voxelfc const & vx, scalar w)
{
float w1=1.0-w;
v=v*w1+vx.v*w;
q=q*w1+vx.q*w;
n=n*w1+vx.n*w;
c=c*w1+vx.c*w;
//return *this;
}
inline Voxelfc & operator += ( Voxelfc const & vx)
{
Voxel<float>::operator +=(vx);
if(cnt==1) c =vx.c;
else c+=vx.c;
return *this;
}
private:
Point3f c;
};
}
#endif