99 lines
4.2 KiB
C++
99 lines
4.2 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 __VCG_TRIMESH_INSIDE
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#define __VCG_TRIMESH_INSIDE
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#include <vcg/complex/algorithms/closest.h>
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/// This static funtion is used to see if one point is inside a triangular mesh or not...
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/// First parameter is a spatial indexing structure (eg. a grid) used to perform research operation, initialized with faces of the triangular mesh of type TriMeshType
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namespace vcg {
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namespace tri {
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template <class FaceSpatialIndexing,class TriMeshType>
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class Inside
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{
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public:
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typedef typename FaceSpatialIndexing::CoordType CoordType;
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typedef typename FaceSpatialIndexing::ScalarType ScalarType;
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/// Return true if the point is inside the mesh.
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static bool Is_Inside( TriMeshType & m, FaceSpatialIndexing & _g_mesh, const CoordType & test )
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{
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typedef typename TriMeshType::FaceType FaceType;
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typedef typename TriMeshType::ScalarType ScalarType;
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typedef typename TriMeshType::CoordType CoordType;
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const ScalarType EPSILON = 0.000001;
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/// First test if the element is inside the bounding box of the mesh.
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if( !( m.bbox.IsIn(test) ) )
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return false;
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else
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{
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ScalarType dist;
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CoordType Norm, ip, nearest;
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FaceType *f = vcg::tri::GetClosestFaceBase< TriMeshType, FaceSpatialIndexing >( m, _g_mesh, test, m.bbox.Diag(), dist, nearest, Norm, ip);
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assert( f != NULL ); /// Check if there is any face in the mesh
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/// If the point is on the face is considered inside.
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if( ( test - nearest ).Norm() <= EPSILON )
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return true;
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/// Check if the closest point is inside a face
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if( ( ip.V(0) > EPSILON ) && ( ip.V(1) > EPSILON ) && ( ip.V(2) > EPSILON ) )
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{
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/// Check if the test point is inside the mesh using the normal direction
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if( ( f->N() * ( test - nearest ) ) < 0 )
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return true;
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else
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return false;
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}
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/// In this case we are not sure because hit an edge or a vertex.
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/// So we use a ray that go until the barycenter of found face, then see normal value again
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else
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{
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CoordType bary = vcg::Barycenter< FaceType >(*f);
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/// Set ray : origin and direction
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vcg::Ray3<ScalarType> r;
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r.Set( test, ( bary - test ) );
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r.Normalize();
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FaceType *f1 = vcg::tri::DoRay< TriMeshType, FaceSpatialIndexing >( m, _g_mesh, r, m.bbox.Diag(), dist );
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assert( f1 != NULL );
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/// In this case normal direction is enough.
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if( ( f1->N() * ( test - bary ) ) < 0 )
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return true;
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else
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return false;
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}
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}
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}
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}; // end class
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}
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}
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#endif // __VCG_TRIMESH_INSIDE
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