120 lines
3.9 KiB
C++
120 lines
3.9 KiB
C++
#include<vector>
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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/space/index/grid_static_ptr.h>
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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, 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] = min(max(0,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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*/
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// TODO si dovrebbe considerare la topologia face-face della trimesh per derivare quella della edge mesh..
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template < typename TriMeshType, typename EdgeMeshType, class ScalarType>
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bool Intersection( TriMeshType & m, Plane3<ScalarType> pl,EdgeMeshType & em,double& ave_length,
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typename GridStaticPtr<typename TriMeshType::FaceContainer> *grid,
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typename vector< typename GridStaticPtr<typename TriMeshType::FaceContainer>::Cell* >& cells){
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typedef typename TriMeshType::FaceContainer FaceContainer;
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typedef GridStaticPtr<FaceContainer> GridType;
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EdgeMeshType::VertexIterator vi;
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TriMeshType::FaceIterator fi;
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vector<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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vector<GridType::Cell*>::iterator ic;
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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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GridType::Link * lk = fs;
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while(lk != ls){
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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::Intersection(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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vector<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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} // end namespace vcg
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