EgtGeomKernel :
- miglioramenti e ottimizzazioni in CD su Zmap per cilindri e tronchi di cono.
This commit is contained in:
+118
-196
@@ -17,6 +17,8 @@
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#include "VolZmap.h"
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#include "GeoConst.h"
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#include "IntersLineBox.h"
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#include "IntersLineCyl.h"
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#include "IntersLineCone.h"
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#include "IntersLineSurfStd.h"
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#include "/EgtDev/Include/EGkIntersLineTria.h"
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#include "/EgtDev/Include/EGkIntersLinePlane.h"
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@@ -453,16 +455,13 @@ VolZmap::AvoidSimpleBox( const Frame3d& frBox, const Vector3d& vtDiag, bool bPre
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continue ;
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for ( int k = 0 ; k < 5 ; ++ k) {
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Point3d ptT = ptO + ( i + 0.5) * m_dStep * vtX + ( j + 0.5) * m_dStep * vtY ;
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if ( k == 0)
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;
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else if ( k == 1)
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ptT += - 0.4 * m_dStep * vtX - 0.4 * m_dStep * vtY ;
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else if ( k == 2)
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ptT += + 0.4 * m_dStep * vtX - 0.4 * m_dStep * vtY ;
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else if ( k == 3)
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ptT += + 0.4 * m_dStep * vtX + 0.4 * m_dStep * vtY ;
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else if ( k == 4)
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ptT += - 0.4 * m_dStep * vtX + 0.4 * m_dStep * vtY ;
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switch ( k) {
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case 0 : break ;
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case 1 : ptT += -0.4 * m_dStep * vtX - 0.4 * m_dStep * vtY ; break ;
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case 2 : ptT += +0.4 * m_dStep * vtX - 0.4 * m_dStep * vtY ; break ;
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case 3 : ptT += +0.4 * m_dStep * vtX + 0.4 * m_dStep * vtY ; break ;
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case 4 : ptT += -0.4 * m_dStep * vtX + 0.4 * m_dStep * vtY ; break ;
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}
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double dZmin, dZmax ;
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if ( IntersLineBox( ptT, vtK, ORIG, ORIG + vtDiag, dZmin, dZmax)) {
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for ( int nIndex = 0 ; nIndex < nSize ; nIndex += 1) {
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@@ -829,6 +828,14 @@ VolZmap::AvoidSimpleCylinder( const Frame3d& frCyl, double dR, double dH, bool b
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int nStJ = Clamp( int( b3Int.GetMin().y / m_dStep), 0, m_nNy[0] - 1) ;
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int nEnJ = Clamp( int( b3Int.GetMax().y / m_dStep), 0, m_nNy[0] - 1) ;
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// Vettore direzione dei dexel nel riferimento del Box
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Vector3d vtK = GetToLoc( Z_AX, frCylInt) ;
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// Riferimento intrinseco dei dexel nel riferimento del box
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Point3d ptO = GetToLoc( ORIG, frCylInt) ;
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Vector3d vtX = GetToLoc( X_AX, frCylInt) ;
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Vector3d vtY = GetToLoc( Y_AX, frCylInt) ;
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// Ciclo di intersezione dei dexel con il cilindro (nel riferimento intrinseco)
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for ( int i = nStI ; i <= nEnI ; ++ i) {
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for ( int j = nStJ ; j <= nEnJ ; ++ j) {
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@@ -839,19 +846,16 @@ VolZmap::AvoidSimpleCylinder( const Frame3d& frCyl, double dR, double dH, bool b
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if ( m_Values[0][nPos][nSize-1].dMax < b3Int.GetMin().z || m_Values[0][nPos][0].dMin > b3Int.GetMax().z)
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continue ;
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for ( int k = 0 ; k < 5 ; ++ k) {
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Point3d ptT = ORIG + ( i + 0.5) * m_dStep * X_AX + ( j + 0.5) * m_dStep * Y_AX ;
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Point3d ptT = ptO + ( i + 0.5) * m_dStep * vtX + ( j + 0.5) * m_dStep * vtY ;
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switch ( k) {
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case 0 : break ;
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case 1 : ptT += -0.4 * m_dStep * X_AX - 0.4 * m_dStep * Y_AX ; break ;
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case 2 : ptT += +0.4 * m_dStep * X_AX - 0.4 * m_dStep * Y_AX ; break ;
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case 3 : ptT += +0.4 * m_dStep * X_AX + 0.4 * m_dStep * Y_AX ; break ;
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case 4 : ptT += -0.4 * m_dStep * X_AX + 0.4 * m_dStep * Y_AX ; break ;
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case 1 : ptT += -0.4 * m_dStep * vtX - 0.4 * m_dStep * vtY ; break ;
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case 2 : ptT += +0.4 * m_dStep * vtX - 0.4 * m_dStep * vtY ; break ;
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case 3 : ptT += +0.4 * m_dStep * vtX + 0.4 * m_dStep * vtY ; break ;
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case 4 : ptT += -0.4 * m_dStep * vtX + 0.4 * m_dStep * vtY ; break ;
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}
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Point3d ptI1, ptI2 ;
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Vector3d vtN1, vtN2 ;
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if ( IntersLineCylinder( ptT, Z_AX, frCylInt, dH, dR, true, true, ptI1, vtN1, ptI2, vtN2)) {
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double dZmin = min( ptI1.z, ptI2.z) ;
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double dZmax = max( ptI1.z, ptI2.z) ;
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double dZmin, dZmax ;
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if ( IntersLineCyl( ptT, vtK, dR, dH, dZmin, dZmax)) {
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for ( int nIndex = 0 ; nIndex < nSize ; nIndex += 1) {
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if ( dZmax > m_Values[0][nPos][nIndex].dMin - EPS_SMALL &&
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dZmin < m_Values[0][nPos][nIndex].dMax + EPS_SMALL)
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@@ -867,6 +871,7 @@ VolZmap::AvoidSimpleCylinder( const Frame3d& frCyl, double dR, double dH, bool b
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else {
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// Ciclo di intersezione dei dexel con il cilindro (nel riferimento intrinseco)
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for ( int nMap = 0 ; nMap < m_nMapNum ; ++ nMap) {
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Point3d ptO = ORIG ;
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Vector3d vtX = X_AX ;
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Vector3d vtY = Y_AX ;
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Vector3d vtK = Z_AX ;
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@@ -891,6 +896,11 @@ VolZmap::AvoidSimpleCylinder( const Frame3d& frCyl, double dR, double dH, bool b
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vtY = X_AX ;
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vtK = Y_AX ;
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}
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// Passo da riferimento intrinseco griglia a riferimento cilindro
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ptO.ToLoc( frCylInt) ;
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vtX.ToLoc( frCylInt) ;
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vtY.ToLoc( frCylInt) ;
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vtK.ToLoc( frCylInt) ;
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// Limiti su indici
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int nStI = Clamp( int( ptBoxInf.x / m_dStep), 0, m_nNx[nMap] - 1) ;
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int nEnI = Clamp( int( ptBoxSup.x / m_dStep), 0, m_nNx[nMap] - 1) ;
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@@ -905,27 +915,13 @@ VolZmap::AvoidSimpleCylinder( const Frame3d& frCyl, double dR, double dH, bool b
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continue ;
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if ( m_Values[nMap][nPos][nSize-1].dMax < b3Int.GetMin().z || m_Values[nMap][nPos][0].dMin > b3Int.GetMax().z)
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continue ;
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Point3d ptT = ORIG + ( i + 0.5) * m_dStep * vtX + ( j + 0.5) * m_dStep * vtY ;
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Point3d ptI1, ptI2 ;
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Vector3d vtN1, vtN2 ;
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// La linea del dexel interseca il cilindro.
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if ( IntersLineCylinder( ptT, vtK, frCylInt, dH, dR, true, true, ptI1, vtN1, ptI2, vtN2)) {
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double dMinU, dMaxU ;
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if ( nMap == 0) {
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dMinU = min( ptI1.z, ptI2.z) ;
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dMaxU = max( ptI1.z, ptI2.z) ;
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}
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else if ( nMap == 1) {
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dMinU = min( ptI1.x, ptI2.x) ;
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dMaxU = max( ptI1.x, ptI2.x) ;
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}
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else {
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dMinU = min( ptI1.y, ptI2.y) ;
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dMaxU = max( ptI1.y, ptI2.y) ;
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}
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// Ciclo sui segmenti del dexel.
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Point3d ptT = ptO + ( i + 0.5) * m_dStep * vtX + ( j + 0.5) * m_dStep * vtY ;
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double dMinU, dMaxU ;
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// La retta associata al dexel interseca il cilindro.
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if ( IntersLineCyl( ptT, vtK, dR, dH, dMinU, dMaxU)) {
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// Ciclo sui segmenti del dexel
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for ( int nIndex = 0 ; nIndex < nSize ; nIndex += 1) {
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// Se il segmento è interno all'intervallo d'intersezione, ho finito.
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// Se il segmento è interno all'intervallo d'intersezione, ho finito.
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if ( dMaxU > m_Values[nMap][nPos][nIndex].dMin - EPS_SMALL &&
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dMinU < m_Values[nMap][nPos][nIndex].dMax + EPS_SMALL)
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return false ;
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@@ -1126,177 +1122,103 @@ VolZmap::AvoidSimpleConeFrustum( const Frame3d& frCone, double dMinRad, double d
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int nEnI = Clamp( int( b3Int.GetMax().x / m_dStep), 0, m_nNx[0] - 1) ;
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int nStJ = Clamp( int( b3Int.GetMin().y / m_dStep), 0, m_nNy[0] - 1) ;
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int nEnJ = Clamp( int( b3Int.GetMax().y / m_dStep), 0, m_nNy[0] - 1) ;
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// Limiti su Z
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double dZmin = b3Int.GetMin().z ;
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double dZmax = b3Int.GetMax().z ;
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// Numero massimo di thread
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int nThreadMax = max( 1, int( thread::hardware_concurrency()) - 1) ;
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// se un solo thread
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if ( nThreadMax == 1) {
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m_bBreak = false ;
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bool bCollision = SingleMapDexelConeCollision( nStI, nEnI, nStJ, nEnJ, ptRefPoint, vtRefAx,
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dMinRad, dMaxRad, dHeight, dZmin, dZmax) ;
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return ( ! bCollision) ;
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}
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// altrimenti esecuzione in parallelo dei calcoli
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else {
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//string sOut = "I=" + ToString( nStI) + "," + ToString( nEnI) + " J=" + ToString( nStJ) + "," + ToString( nEnJ) ;
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//LOG_INFO( GetEGkLogger(), sOut.c_str())
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m_bBreak = false ;
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// lancio dei thread
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int nSpanI = ( nEnI - nStI + 1) / nThreadMax + 1 ;
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int nSpanJ = ( nEnJ - nStJ + 1) / nThreadMax + 1 ;
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bool bOnI = ( nSpanI >= nSpanJ) ;
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int nThreadTot = 0 ;
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vector< future<bool>> vRes( nThreadMax) ;
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for ( int nT = 0 ; nT < nThreadMax ; ++ nT) {
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int nMyStI = ( bOnI ? nStI + nT * nSpanI : nStI) ;
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int nMyEnI = ( bOnI ? min( nMyStI + nSpanI - 1, nEnI) : nEnI) ;
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int nMyStJ = ( bOnI ? nStJ : nStJ + nT * nSpanJ) ;
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int nMyEnJ = ( bOnI ? nEnJ : min( nMyStJ + nSpanJ - 1, nEnJ)) ;
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if ( nMyStI > nEnI || nMyStJ > nEnJ)
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break ;
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//string sOut = "MyI=" + ToString( nMyStI) + "," + ToString( nMyEnI) + " MyJ=" + ToString( nMyStJ) + "," + ToString( nMyEnJ) ;
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//LOG_INFO( GetEGkLogger(), sOut.c_str())
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vRes[nT] = async( launch::async, &VolZmap::SingleMapDexelConeCollision, this,
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nMyStI, nMyEnI, nMyStJ, nMyEnJ, cref( ptRefPoint), cref( vtRefAx),
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dMinRad, dMaxRad, dHeight, dZmin, dZmax) ;
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++ nThreadTot ;
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}
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// recupero i risultati dei thread alla loro terminazione
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bool bCollision = false ;
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int nTerminated = 0 ;
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while ( nTerminated < nThreadTot) {
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for ( int nT = 0 ; nT < nThreadTot ; ++ nT) {
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// Async terminato
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if ( vRes[nT].valid() && vRes[nT].wait_for( chrono::nanoseconds{ 1}) == future_status::ready) {
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++ nTerminated ;
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// Se c'è collisione ...
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if ( vRes[nT].get()) {
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bCollision = true ;
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m_bBreak = true ;
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// Vettore direzione dei dexel nel riferimento del tronco di cono
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Vector3d vtK = GetToLoc( Z_AX, frConeInt) ;
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// Riferimento intrinseco dei dexel nel riferimento del tronco di cono
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Point3d ptO = GetToLoc( ORIG, frConeInt) ;
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Vector3d vtX = GetToLoc( X_AX, frConeInt) ;
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Vector3d vtY = GetToLoc( Y_AX, frConeInt) ;
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// Ciclo di intersezione dei dexel con il tronco di cono (nel riferimento intrinseco)
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for ( int i = nStI ; i <= nEnI ; ++ i) {
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for ( int j = nStJ ; j <= nEnJ ; ++ j) {
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int nPos = j * m_nNx[0] + i ;
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int nSize = int( m_Values[0][nPos].size()) ;
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if ( nSize == 0)
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continue ;
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if ( m_Values[0][nPos][nSize-1].dMax < b3Int.GetMin().z || m_Values[0][nPos][0].dMin > b3Int.GetMax().z)
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continue ;
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for ( int k = 0 ; k < 5 ; ++ k) {
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Point3d ptT = ptO + ( i + 0.5) * m_dStep * vtX + ( j + 0.5) * m_dStep * vtY ;
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switch ( k) {
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case 0 : break ;
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case 1 : ptT += -0.4 * m_dStep * vtX - 0.4 * m_dStep * vtY ; break ;
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case 2 : ptT += +0.4 * m_dStep * vtX - 0.4 * m_dStep * vtY ; break ;
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case 3 : ptT += +0.4 * m_dStep * vtX + 0.4 * m_dStep * vtY ; break ;
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case 4 : ptT += -0.4 * m_dStep * vtX + 0.4 * m_dStep * vtY ; break ;
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}
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double dZmin, dZmax ;
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if ( IntersLineCone( ptT, vtK, dMinRad, dMaxRad, dHeight, dZmin, dZmax)) {
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for ( int nIndex = 0 ; nIndex < nSize ; nIndex += 1) {
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if ( dZmax > m_Values[0][nPos][nIndex].dMin - EPS_SMALL &&
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dZmin < m_Values[0][nPos][nIndex].dMax + EPS_SMALL)
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return false ;
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}
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}
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}
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}
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return ( ! bCollision) ;
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}
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}
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// Uso tutte le mappe
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else {
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// Ciclo sulle mappe.
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// Ciclo di intersezione dei dexel con il cilindro (nel riferimento intrinseco)
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for ( int nMap = 0 ; nMap < m_nMapNum ; ++ nMap) {
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Point3d ptInfIntBox = b3Int.GetMin() ;
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Point3d ptSupIntBox = b3Int.GetMax() ;
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// Dal sistema intrinseco al sistema griglia (per la prima griglia coincidono).
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Point3d ptO = ORIG ;
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Vector3d vtX = X_AX ;
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Vector3d vtY = Y_AX ;
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Vector3d vtK = Z_AX ;
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// Estremi del box
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Point3d ptBoxInf = b3Int.GetMin() ;
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Point3d ptBoxSup = b3Int.GetMax() ;
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if ( nMap == 1) {
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swap( ptInfIntBox.x, ptInfIntBox.z) ;
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swap( ptInfIntBox.x, ptInfIntBox.y) ;
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swap( ptSupIntBox.x, ptSupIntBox.z) ;
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swap( ptSupIntBox.x, ptSupIntBox.y) ;
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swap( ptBoxInf.x, ptBoxInf.z) ;
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swap( ptBoxInf.x, ptBoxInf.y) ;
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swap( ptBoxSup.x, ptBoxSup.z) ;
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swap( ptBoxSup.x, ptBoxSup.y) ;
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vtX = Y_AX ;
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vtY = Z_AX ;
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vtK = X_AX ;
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}
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else if ( nMap == 2) {
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swap( ptInfIntBox.y, ptInfIntBox.z) ;
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swap( ptInfIntBox.x, ptInfIntBox.y) ;
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swap( ptSupIntBox.y, ptSupIntBox.z) ;
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swap( ptSupIntBox.x, ptSupIntBox.y) ;
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swap( ptBoxInf.y, ptBoxInf.z) ;
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swap( ptBoxInf.x, ptBoxInf.y) ;
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swap( ptBoxSup.y, ptBoxSup.z) ;
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swap( ptBoxSup.x, ptBoxSup.y) ;
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vtX = Z_AX ;
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vtY = X_AX ;
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vtK = Y_AX ;
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}
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// Passo da riferimento intrinseco griglia a riferimento cilindro
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ptO.ToLoc( frConeInt) ;
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vtX.ToLoc( frConeInt) ;
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vtY.ToLoc( frConeInt) ;
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vtK.ToLoc( frConeInt) ;
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// Limiti su indici
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int nStI = Clamp( int( ptInfIntBox.x / m_dStep), 0, m_nNx[nMap] - 1) ;
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int nEnI = Clamp( int( ptSupIntBox.x / m_dStep), 0, m_nNx[nMap] - 1) ;
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int nStJ = Clamp( int( ptInfIntBox.y / m_dStep), 0, m_nNy[nMap] - 1) ;
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int nEnJ = Clamp( int( ptSupIntBox.y / m_dStep), 0, m_nNy[nMap] - 1) ;
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// Ciclo sui dexel.
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for ( int nDex = 0 ; nDex < int( m_Values[nMap].size()) ; ++ nDex) {
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int nDexSize = (int)m_Values[nMap][nDex].size() ;
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if ( nDexSize == 0 ||
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m_Values[nMap][nDex][ nDexSize- 1].dMax < ptInfIntBox.z ||
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m_Values[nMap][nDex][0].dMin > ptSupIntBox.z)
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continue ;
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// Indici del dexel.
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int nI = nDex % m_nNx[nMap] ;
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int nJ = nDex / m_nNx[nMap] ;
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// Se fuori dalla regione ammissibile salto l'iterazione
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if ( nI < nStI || nI > nEnI || nJ < nStJ || nJ > nEnJ)
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continue ;
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// Posizione del dexel.
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double dX = ( nI + 0.5) * m_dStep ;
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double dY = ( nJ + 0.5) * m_dStep ;
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Point3d ptLineSt( dX, dY, 0.) ;
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Vector3d vtLineDir( 0., 0., 1.) ;
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// Dal sistema griglia al sistema intrinseco (per la prima griglia coincidono).
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if ( nMap == 1) {
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swap( ptLineSt.x, ptLineSt.y) ;
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swap( ptLineSt.x, ptLineSt.z) ;
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swap( vtLineDir.x, vtLineDir.y) ;
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swap( vtLineDir.x, vtLineDir.z) ;
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}
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else if ( nMap == 2) {
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swap( ptLineSt.x, ptLineSt.y) ;
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swap( ptLineSt.y, ptLineSt.z) ;
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swap( vtLineDir.x, vtLineDir.y) ;
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swap( vtLineDir.y, vtLineDir.z) ;
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}
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// Cono proprio
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if ( dMinRad < EPS_SMALL) {
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double dMinPar = m_Values[nMap][nDex][0].dMin ;
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double dMaxPar = m_Values[nMap][nDex][nDexSize - 1].dMax ;
|
||||
Point3d ptSegSt = ptLineSt + dMinPar * vtLineDir ;
|
||||
double dU1, dU2 ;
|
||||
int nIntType = SegmentCone( ptSegSt, vtLineDir, dMaxPar - dMinPar, ptRefPoint, vtRefAx,
|
||||
dMaxRad, dHeight, dU1, dU2) ;
|
||||
if ( nIntType == LinCompCCIntersType::CC_ERROR_INT)
|
||||
return false ;
|
||||
else if ( nIntType != LinCompCCIntersType::CC_NO_INTERS) {
|
||||
for ( int nIndex = 0 ; nIndex < nDexSize ; nIndex += 1) {
|
||||
if ( m_Values[nMap][nDex][nIndex].dMax >= dU1 && m_Values[nMap][nDex][nIndex].dMin <= dU2)
|
||||
return false ;
|
||||
}
|
||||
}
|
||||
nIntType = SegmentDisc( ptSegSt, vtLineDir, dMaxPar - dMinPar, ptRefPoint + dHeight * vtRefAx,
|
||||
vtRefAx, dMaxRad, dU1, dU2) ;
|
||||
if ( nIntType == LinCompDiscIntersType::D_ERROR_INT)
|
||||
return false ;
|
||||
else if ( nIntType != LinCompDiscIntersType::D_NO_INTERS) {
|
||||
for ( int nIndex = 0 ; nIndex < nDexSize ; nIndex += 1) {
|
||||
if ( m_Values[nMap][nDex][nIndex].dMax >= dU1 && m_Values[nMap][nDex][nIndex].dMin <= dU2)
|
||||
return false ;
|
||||
}
|
||||
}
|
||||
}
|
||||
// Tronco di cono
|
||||
else {
|
||||
double dMinPar = m_Values[nMap][nDex][0].dMin ;
|
||||
double dMaxPar = m_Values[nMap][nDex][nDexSize - 1].dMax ;
|
||||
Point3d ptSegSt = ptLineSt + dMinPar * vtLineDir ;
|
||||
double dU1, dU2 ;
|
||||
int nIntType = SegmentConeFrustum( ptSegSt, vtLineDir, dMaxPar - dMinPar, ptRefPoint, vtRefAx,
|
||||
dMinRad, dMaxRad, dHeight, dU1, dU2) ;
|
||||
if ( nIntType == LinCompCCIntersType::CC_ERROR_INT)
|
||||
return false ;
|
||||
else if ( nIntType != LinCompCCIntersType::CC_NO_INTERS) {
|
||||
for ( int nIndex = 0 ; nIndex < nDexSize ; nIndex += 1) {
|
||||
if ( m_Values[nMap][nDex][nIndex].dMax >= dU1 && m_Values[nMap][nDex][nIndex].dMin <= dU2)
|
||||
return false ;
|
||||
}
|
||||
}
|
||||
nIntType = SegmentDisc( ptSegSt, vtLineDir, dMaxPar - dMinPar, ptRefPoint + dHeight * vtRefAx,
|
||||
vtRefAx, dMaxRad, dU1, dU2) ;
|
||||
if ( nIntType == LinCompDiscIntersType::D_ERROR_INT)
|
||||
return false ;
|
||||
else if ( nIntType != LinCompDiscIntersType::D_NO_INTERS) {
|
||||
for ( int nIndex = 0 ; nIndex < nDexSize ; nIndex += 1) {
|
||||
if ( m_Values[nMap][nDex][nIndex].dMax >= dU1 && m_Values[nMap][nDex][nIndex].dMin <= dU2)
|
||||
return false ;
|
||||
}
|
||||
}
|
||||
nIntType = SegmentDisc( ptSegSt, vtLineDir, dMaxPar - dMinPar, ptRefPoint, vtRefAx, dMinRad, dU1, dU2) ;
|
||||
if ( nIntType == LinCompDiscIntersType::D_ERROR_INT)
|
||||
return false ;
|
||||
else if ( nIntType != LinCompDiscIntersType::D_NO_INTERS) {
|
||||
for ( int nIndex = 0 ; nIndex < nDexSize ; nIndex += 1) {
|
||||
if ( m_Values[nMap][nDex][nIndex].dMax >= dU1 && m_Values[nMap][nDex][nIndex].dMin <= dU2)
|
||||
int nStI = Clamp( int( ptBoxInf.x / m_dStep), 0, m_nNx[nMap] - 1) ;
|
||||
int nEnI = Clamp( int( ptBoxSup.x / m_dStep), 0, m_nNx[nMap] - 1) ;
|
||||
int nStJ = Clamp( int( ptBoxInf.y / m_dStep), 0, m_nNy[nMap] - 1) ;
|
||||
int nEnJ = Clamp( int( ptBoxSup.y / m_dStep), 0, m_nNy[nMap] - 1) ;
|
||||
// Ciclo sui dexel.
|
||||
for ( int i = nStI ; i <= nEnI ; ++ i) {
|
||||
for ( int j = nStJ ; j <= nEnJ ; ++ j) {
|
||||
int nPos = j * m_nNx[nMap] + i ;
|
||||
int nSize = int( m_Values[nMap][nPos].size()) ;
|
||||
if ( nSize == 0)
|
||||
continue ;
|
||||
if ( m_Values[nMap][nPos][nSize-1].dMax < b3Int.GetMin().z || m_Values[nMap][nPos][0].dMin > b3Int.GetMax().z)
|
||||
continue ;
|
||||
Point3d ptT = ptO + ( i + 0.5) * m_dStep * vtX + ( j + 0.5) * m_dStep * vtY ;
|
||||
double dMinU, dMaxU ;
|
||||
// La retta associata al dexel interseca il tronco di cono
|
||||
if ( IntersLineCone( ptT, vtK, dMinRad, dMaxRad, dHeight, dMinU, dMaxU)) {
|
||||
// Ciclo sui segmenti del dexel
|
||||
for ( int nIndex = 0 ; nIndex < nSize ; nIndex += 1) {
|
||||
// Se il segmento è interno all'intervallo d'intersezione, ho finito.
|
||||
if ( dMaxU > m_Values[nMap][nPos][nIndex].dMin - EPS_SMALL &&
|
||||
dMinU < m_Values[nMap][nPos][nIndex].dMax + EPS_SMALL)
|
||||
return false ;
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user