219 lines
7.9 KiB
C++
219 lines
7.9 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 \/)\/ *
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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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/****************************************************************************
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History
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$Log: not supported by cvs2svn $
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Revision 1.10 2007/04/10 22:46:57 pietroni
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- line 152 changed call intersection to IntersectionPlaneTriangle because changing in function's name
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Revision 1.9 2007/01/03 15:51:28 pietroni
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added initial define and included missing files
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Revision 1.8 2006/01/19 14:06:37 spinelli
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add std:: namespace...
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Revision 1.7 2005/10/03 16:18:15 spinelli
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add template parameter for spatialindexing struction
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Revision 1.6 2005/05/30 09:11:20 ganovelli
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header added, error in include
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Revision 1.3 2005/05/17 21:19:37 ganovelli
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some std::and typename missing (CRS4)
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Revision 1.2 2005/03/08 14:42:22 ganovelli
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added vcg header
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****************************************************************************/
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#include<vector>
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#include <algorithm>
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#include<vcg/space/point3.h>
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#include<vcg/space/plane3.h>
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#include<vcg/space/segment3.h>
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#include<vcg/space/intersection3.h>
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#include<vcg/complex/edgemesh/allocate.h>
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//#include<vcg/space/index/grid_static_ptr.h>
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#include<algorithm>
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#include<vcg/complex/trimesh/base.h>
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#ifndef __VCGLIB_INTERSECTION_TRI_MESH
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#define __VCGLIB_INTERSECTION_TRI_MESH
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namespace vcg{
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/** \addtogroup complex */
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/*@{*/
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/**
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Function computing the intersection between a grid and a plane. It returns all the cells intersected
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*/
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template < typename GridType,typename ScalarType>
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bool Intersect( GridType & grid,Plane3<ScalarType> plane, std::vector<typename GridType::Cell *> &cells){
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Point3d p,_d;
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Plane3d pl;
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_d.Import(plane.Direction());
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pl.SetDirection(_d);
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pl.SetOffset(plane.Offset());
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for( int ax = 0; ax <3; ++ax)
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{ int axis = ax;
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int axis0 = (axis+1)%3;
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int axis1 = (axis+2)%3;
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int i,j;
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Point3i pi;
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Segment3<double> seg;
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seg.P0().Import(grid.bbox.min);
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seg.P1().Import(grid.bbox.min);
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seg.P1()[axis] = grid.bbox.max[axis];
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for(i = 0 ; i <= grid.siz[axis0]; ++i){
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for(j = 0 ; j <= grid.siz[axis1]; ++j)
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{
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seg.P0()[axis0] = grid.bbox.min[axis0]+ (i+0.01) * grid.voxel[axis0] ;
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seg.P1()[axis0] = grid.bbox.min[axis0]+ (i+0.01) * grid.voxel[axis0];
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seg.P0()[axis1] = grid.bbox.min[axis1]+ (j+0.01) * grid.voxel[axis1];
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seg.P1()[axis1] = grid.bbox.min[axis1]+ (j+0.01) * grid.voxel[axis1];
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if ( Intersection(pl,seg,p))
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{
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pi[axis] = std::min(std::max(0,(int)floor((p[axis ]-grid.bbox.min[axis])/grid.voxel[axis])),grid.siz[axis]);
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pi[axis0] = i;
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pi[axis1] = j;
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grid.Grid(pi,axis,cells);
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}
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}
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}
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}
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sort(cells.begin(),cells.end());
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cells.erase(unique(cells.begin(),cells.end()),cells.end());
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return false;
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}
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/*@}*/
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/** \addtogroup complex */
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/*@{*/
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/**
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Function computing the intersection between a trimesh and a plane. It returns an EdgeMesh.
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Note: This version always returns a segment for each triangle of the mesh which intersects with the plane. In other
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words there are 2*n vertices where n is the number of segments fo the mesh. You can run vcg::edge::Unify to unify
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the vertices closer that a given value epsilon. Note that, due to subtraction error during triangle plane intersection,
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it is not safe to put epsilon to 0.
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// TODO si dovrebbe considerare la topologia face-face della trimesh per derivare quella della edge mesh..
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*/
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template < typename TriMeshType, typename EdgeMeshType, class ScalarType, class IndexingType >
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bool Intersection( /*TriMeshType & m, */
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Plane3<ScalarType> pl,
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EdgeMeshType & em,
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double& ave_length,
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IndexingType *grid,
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typename std::vector< typename IndexingType::Cell* >& cells)
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{
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typedef typename TriMeshType::FaceContainer FaceContainer;
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typedef IndexingType GridType;
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typename EdgeMeshType::VertexIterator vi;
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typename TriMeshType::FaceIterator fi;
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std::vector<typename TriMeshType::FaceType*> v;
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v.clear();
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Intersect(*grid,pl,cells);
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Segment3<ScalarType> seg;
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ave_length = 0.0;
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typename std::vector<typename GridType::Cell*>::iterator ic;
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typename GridType::Cell fs,ls;
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for(ic = cells.begin(); ic != cells.end();++ic)
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{
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grid->Grid(*ic,fs,ls);
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typename GridType::Link * lk = fs;
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while(lk != ls){
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typename TriMeshType::FaceType & face = *(lk->Elem());
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if(!face.IsS())
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{
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face.SetS();
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v.push_back(&face);
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if(vcg::IntersectionPlaneTriangle(pl,face,seg))// intersezione piano triangolo
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{
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face.SetS();
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// add to em
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ave_length+=seg.Length();
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vcg::edge::Allocator<EdgeMeshType>::AddEdges(em,1);
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vi = vcg::edge::Allocator<EdgeMeshType>::AddVertices(em,2);
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(*vi).P() = seg.P0();
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em.edges.back().V(0) = &(*vi);
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vi++;
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(*vi).P() = seg.P1();
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em.edges.back().V(1) = &(*vi);
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}
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}//endif
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lk++;
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}//end while
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}
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ave_length/=em.en;
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typename std::vector<typename TriMeshType::FaceType*>::iterator v_i;
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for(v_i=v.begin(); v_i!=v.end(); ++v_i) (*v_i)->ClearS();
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return true;
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}
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/*****************************************************************/
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/*INTERSECTION RAY - MESH */
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/* */
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/* Intersection between a Ray and a Mesh. Returns a 3D Pointset! */
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/*****************************************************************/
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template < typename TriMeshType, class ScalarType>
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bool IntersectionRayMesh(
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/* Input Mesh */ TriMeshType * m,
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/* Ray */ const Line3<ScalarType> & ray,
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/* Intersect Point */ Point3<ScalarType> & hitPoint)
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{
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//typedef typename TriMeshType::FaceContainer FaceContainer;
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typename TriMeshType::FaceIterator fi;
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bool hit=false;
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if(m==0) return false;
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//TriMeshType::FaceIterator fi;
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//std::vector<TriMeshType::FaceType*>::iterator fi;
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ScalarType bar1,bar2,dist;
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Point3<ScalarType> p1;
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Point3<ScalarType> p2;
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Point3<ScalarType> p3;
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for(fi = m->face.begin(); fi != m->face.end(); ++fi)
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{
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p1=vcg::Point3<ScalarType>( (*fi).P(0).X() ,(*fi).P(0).Y(),(*fi).P(0).Z() );
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p2=vcg::Point3<ScalarType>( (*fi).P(1).X() ,(*fi).P(1).Y(),(*fi).P(1).Z() );
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p3=vcg::Point3<ScalarType>( (*fi).P(2).X() ,(*fi).P(2).Y(),(*fi).P(2).Z() );
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if(Intersection<ScalarType>(ray,p1,p2,p3,bar1,bar2,dist))
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{
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hitPoint= p1*(1-bar1-bar2) + p2*bar1 + p3*bar2;
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hit=true;
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}
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}
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return hit;
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}
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/*@}*/
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} // end namespace vcg
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#endif
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