//---------------------------------------------------------------------------- // EgalTech 2015-2016 //---------------------------------------------------------------------------- // File : VolZmap.cpp Data : 22.01.15 Versione : 1.6a4 // Contenuto : Implementazione della classe Volume Zmap (tre griglie) // // // // Modifiche : 22.01.15 DS Creazione modulo. // // //---------------------------------------------------------------------------- //--------------------------- Include ---------------------------------------- #include "stdafx.h" #include "CurveLine.h" #include "VolZmap.h" #include "GeoConst.h" #include "IntersLineSurfTm.h" #include "MC_Tables.h" #include "\EgtDev\Include\EGkIntervals.h" #include "\EgtDev\Include\EgtNumUtils.h" #include "\EgtDev\Extern\Eigen\Core" #include "\EgtDev\Extern\Eigen\SVD" using namespace std ; // ------------------------- STRUTTURA VERTICE TRIANGOLO - NORMALE ALLA SUPERFICIE ------------------------------------------------ struct VectorField { Point3d ptInt ; Vector3d vtNorm ; } ; // ------------------------- TABELLA BLOCCHI ADIACENTI ---------------------------------------------------------------------------- static int NeighbourTable[8][4] = { {0, -1, -1, -1}, {1, 1, -1, -1}, {1, 1, 2, -1}, {2, 1, 2, -1}, {1, 3, -1, -1}, {2, 1, 3, -1}, {2, 2, 3, -1}, {3, 1, 2, 3} } ; // ------------------------- FUNZIONE TEST SULLE NORMALI -------------------------------------------------------------------------- enum FatureType { NoFeature = 0, Corner = 1, Edge = 2} ; //---------------------------------------------------------------------------- bool TestOnNormal( const VectorField CompoVert[], int nCompoElem, int& FeatureType) { int nI, nJ ; double dMinCosTheta = 1.001 ; double dCosThetaSharp = 0.9 ; // Nota 0-esimo indice è vuoto for ( int i = 0 ; i < nCompoElem ; ++ i) { for ( int j = i + 1 ; j < nCompoElem ; ++ j) { double dCurrentCos = CompoVert[i].vtNorm * CompoVert[j].vtNorm ; if ( dCurrentCos < dMinCosTheta) { nI = i ; nJ = j ; dMinCosTheta = dCurrentCos ; } } } if ( dMinCosTheta >= dCosThetaSharp) { FeatureType = NoFeature ; return false ; } Vector3d vtI = CompoVert[nI].vtNorm ; Vector3d vtJ = CompoVert[nJ].vtNorm ; Vector3d vtK = vtI ^ vtJ ; double dMaxAbsCosPhi = 0 ; double dCosPhiCorner = 0.7 ; for ( int i = 0 ; i < nCompoElem ; ++ i) { double dAbsCurrentCos = abs( CompoVert[i].vtNorm * vtK) ; if ( dAbsCurrentCos > dCosPhiCorner) { // nI = i ; dMaxAbsCosPhi = dAbsCurrentCos ; } } if ( dMaxAbsCosPhi <= dCosPhiCorner) FeatureType = Edge ; else FeatureType = Corner ; return true ; } // ------------------------- VISUALIZZAZIONE -------------------------------------------------------------------------------------- //---------------------------------------------------------------------------- bool VolZmap::GetDexelLines( int nDir, int nPos1, int nPos2, POLYLINELIST& lstPL) const { // Controllo l'ammissibilità della griglia if ( nDir < 0 || nDir > 2) return false ; // Verifiche sugli indici if ( nPos1 < 0 || nPos1 >= int( m_nNx[nDir]) || nPos2 < 0 || nPos2 >= int( m_nNy[nDir])) return false ; int nPos = nPos1 + nPos2 * m_nNx[nDir] ; if ( nPos < 0 || nPos >= int( m_Values[nDir].size())) return false ; // Calcolo coordinate punto double dX = m_dStep * ( 0.5 + nPos1) ; double dY = m_dStep * ( 0.5 + nPos2) ; // Determino il punto di partensa sulla griglia Point3d ptP = m_MapFrame[nDir].Orig() + dX * m_MapFrame[nDir].VersX() + dY * m_MapFrame[nDir].VersY() ; // Creo le polilinee for ( int j = 1 ; j < int( m_Values[nDir][nPos].size()) ; j += 2) { // aggiungo polilinea a lista lstPL.emplace_back() ; // inserisco punti estremi lstPL.back().AddUPoint( 0, ptP + m_Values[nDir][nPos][j-1].dZVal * m_MapFrame[nDir].VersZ()) ; lstPL.back().AddUPoint( 1, ptP + m_Values[nDir][nPos][j].dZVal * m_MapFrame[nDir].VersZ()) ; } return true ; } //---------------------------------------------------------------------------- bool VolZmap::GetAllTriangles( TRIA3DLIST& lstTria) const { if ( m_nMapNum == 1) { const int MAX_DIM_CHUNK = 128 ; for ( int i = 0 ; i < int( m_nNx[0]) ; i += MAX_DIM_CHUNK) { int nDimChunkX = min( MAX_DIM_CHUNK, int( m_nNx[0]) - i) ; for ( int j = 0 ; j < int( m_nNy[0]) ; j += MAX_DIM_CHUNK) { int nDimChunkY = min( MAX_DIM_CHUNK, int( m_nNy[0]) - j) ; GetChunkPrisms( i, j, nDimChunkX, nDimChunkY, MAX_DIM_CHUNK, lstTria) ; } } } //else { // // //std::vector vecTria ; // //vecTria.resize( int( m_BlockToUpdate.size())) ; // //for ( int i = 0 ; i < int( m_BlockToUpdate.size()) ; ++ i) { // // //if ( m_BlockToUpdate[i]) // // ExtMarchingCubes( i, lstTria, vecTria[i]) ; } // TriHolder triHold ; // ExtMarchingCubes( 0, lstTria, triHold) ; // FlipEdges( triHold) ; // // for ( int i = 0 ; i < int( triHold.size()) ; ++ i) // for ( int j = 0 ; j < int( triHold[i].vecTria.size()) ; ++ j) // lstTria.emplace_back( triHold[i].vecTria[j]) ; //} else MarchingCubes( lstTria) ; return true ; } //---------------------------------------------------------------------------- bool VolZmap::GetBlockTriangles( int nBlock, TRIA3DLIST& lstTria) const { if ( m_nMapNum == 1) { const int MAX_DIM_CHUNK = 128 ; // Calcolo posizione del blocco nella griglia int nIBlock = nBlock % int( m_nFracLin[0]) ; int nJBlock = nBlock / int( m_nFracLin[0]) ; // Calcolo limiti per l'indice i int nStartI = nIBlock * int( m_nDexNumPBlock) ; int nEndI = ( nIBlock + 1 == int( m_nFracLin[0]) ? int( m_nNx[0]) : ( nIBlock + 1) * int( m_nDexNumPBlock)) ; // Calcolo limiti per l'indice j int nStartJ = nJBlock * int( m_nDexNumPBlock) ; int nEndJ = ( nJBlock + 1 == int( m_nFracLin[1]) ? int( m_nNy[0]) : ( nJBlock + 1) * int( m_nDexNumPBlock)) ; // Ciclo su i e j for ( int i = nStartI ; i < nEndI ; i += MAX_DIM_CHUNK) { int nDimChunkX = min( MAX_DIM_CHUNK, nEndI - i) ; for ( int j = nStartJ ; j < nEndJ ; j += MAX_DIM_CHUNK) { int nDimChunkY = min( MAX_DIM_CHUNK, nEndJ - j) ; GetChunkPrisms( i, j, nDimChunkX, nDimChunkY, MAX_DIM_CHUNK, lstTria) ; } } } else //ExtMarchingCubes( nBlock, lstTria, triHold) ; MarchingCubes( nBlock, lstTria) ; return true ; } //---------------------------------------------------------------------------- bool VolZmap::GetBlockInfo( std::vector & bModified) const { bModified = m_BlockToUpdate ; return true ; } //---------------------------------------------------------------------------- bool VolZmap::GetChunkPrisms( int nPos1, int nPos2, int nDim1, int nDim2, int nDimChk, TRIA3DLIST& lstTria) const { // determino se è un semplice parallelepipedo bool bIsSimple = true ; double dBotZ ; double dTopZ ; for ( int i = 0 ; i < nDim1 && bIsSimple ; ++ i) { for ( int j = 0 ; j < nDim2 && bIsSimple ; ++ j) { int nPos = ( nPos1 + i) + ( nPos2 + j) * m_nNx[0] ; if ( nPos > int( m_nDim[0]) || int( m_Values[0][nPos].size()) != 2) bIsSimple = false ; else if ( i == 0 && j == 0) { dBotZ = m_Values[0][nPos][0].dZVal ; dTopZ = m_Values[0][nPos][1].dZVal ; } else if ( abs( m_Values[0][nPos][0].dZVal - dBotZ) > EPS_SMALL || abs( m_Values[0][nPos][1].dZVal - dTopZ) > EPS_SMALL) bIsSimple = false ; } } // se semplice parallelepipedo if ( bIsSimple) { CalcChunkPrisms( nPos1, nPos2, nDim1, nDim2, lstTria) ; } // se chunk di dimensioni accettabili else if ( nDimChk >= 4) { int nNewDimChk = nDimChk / 2 ; for ( int i = nPos1 ; i < int( nPos1 + nDim1) ; i += nNewDimChk) { int nDimChunkX = min( nNewDimChk, int( nPos1 + nDim1) - i) ; for ( int j = nPos2 ; j < int( nPos2 + nDim2) ; j += nNewDimChk) { int nDimChunkY = min( nNewDimChk, int( nPos2 + nDim2) - j) ; GetChunkPrisms( i, j, nDimChunkX, nDimChunkY, nNewDimChk, lstTria) ; } } } // altrimenti else { // elaboro ogni singolo dexel for ( int i = 0 ; i < nDim1 ; ++ i) { for ( int j = 0 ; j < nDim2 ; ++ j) { CalcDexelPrisms( nPos1 + i, nPos2 + j, lstTria) ; } } } return true ; } //---------------------------------------------------------------------------- bool VolZmap::CalcChunkPrisms( int nPos1, int nPos2, int nDim1, int nDim2, TRIA3DLIST& lstTria) const { // verifiche sugli indici if ( nPos1 < 0 || nPos1 + nDim1 > int( m_nNx[0]) || nPos2 < 0 || nPos2 + nDim2 > int( m_nNy[0])) return false ; int nPos = nPos1 + nPos2 * m_nNx[0] ; if ( nPos < 0 || nPos >= int( m_nDim[0])) return false ; // calcolo coordinate punti double dX = m_dStep * nPos1 ; double dY = m_dStep * nPos2 ; Point3d ptP1 = m_MapFrame[0].Orig() + dX * m_MapFrame[0].VersX() + dY * m_MapFrame[0].VersY() ; Point3d ptP2 = ptP1 + nDim1 * m_dStep * m_MapFrame[0].VersX() ; Point3d ptP3 = ptP2 + nDim2 * m_dStep * m_MapFrame[0].VersY() ; Point3d ptP4 = ptP1 + nDim2 * m_dStep * m_MapFrame[0].VersY() ; // creo le facce sopra e sotto Vector3d vtDZt = m_Values[0][nPos][1].dZVal * m_MapFrame[0].VersZ() ; Vector3d vtDZb = m_Values[0][nPos][0].dZVal * m_MapFrame[0].VersZ() ; // faccia superiore P1t->P2t->P3t->P4t : sempre visibile lstTria.emplace_back() ; lstTria.back().Set( ptP1 + vtDZt, ptP2 + vtDZt, ptP3 + vtDZt, m_MapFrame[0].VersZ()) ; lstTria.emplace_back() ; lstTria.back().Set( ptP3 + vtDZt, ptP4 + vtDZt, ptP1 + vtDZt, m_MapFrame[0].VersZ()) ; // faccia inferiore P1b->P4b->P3b->P2b : sempre visibile lstTria.emplace_back() ; lstTria.back().Set( ptP1 + vtDZb, ptP4 + vtDZb, ptP3 + vtDZb, - m_MapFrame[0].VersZ()) ; lstTria.emplace_back() ; lstTria.back().Set( ptP3 + vtDZb, ptP2 + vtDZb, ptP1 + vtDZb, - m_MapFrame[0].VersZ()) ; // creo le facce laterali for ( int j = 0 ; j < nDim2 ; ++ j) { int nPosD = nPos + nDim1 - 1 + j * m_nNx[0] ; int nPosEst = ( nPos1 + nDim1 - 1 < int( m_nNx[0] - 1) ? nPosD + 1 : - 1) ; Point3d ptP2D = ptP2 + j * m_dStep * m_MapFrame[0].VersY() ; Point3d ptP3D = ptP2D + m_dStep * m_MapFrame[0].VersY() ; AddDexelSideFace( nPosD, nPosEst, ptP2D, ptP3D, m_MapFrame[0].VersZ(), m_MapFrame[0].VersX(), lstTria) ; } for ( int i = 0 ; i < nDim1 ; ++ i) { int nPosD = nPos + ( nDim2 - 1) * m_nNx[0] + i ; int nPosNord = ( nPos2 + nDim2 - 1 < int( m_nNy[0] - 1) ? nPosD + m_nNx[0] : - 1) ; Point3d ptP4D = ptP4 + i * m_dStep * m_MapFrame[0].VersX() ; Point3d ptP3D = ptP4D + m_dStep * m_MapFrame[0].VersX() ; AddDexelSideFace( nPosD, nPosNord, ptP3D, ptP4D, m_MapFrame[0].VersZ(), m_MapFrame[0].VersY(), lstTria) ; } for ( int j = 0 ; j < nDim2 ; ++ j) { int nPosD = nPos + j * m_nNx[0] ; int nPosWest = ( nPos1 > 0 ? nPosD - 1 : - 1) ; Point3d ptP1D = ptP1 + j * m_dStep * m_MapFrame[0].VersY() ; Point3d ptP4D = ptP1D + m_dStep * m_MapFrame[0].VersY() ; AddDexelSideFace( nPosD, nPosWest, ptP4D, ptP1D, m_MapFrame[0].VersZ(), - m_MapFrame[0].VersX(), lstTria) ; } for ( int i = 0 ; i < nDim1 ; ++ i) { int nPosD = nPos + i ; int nPosSud = ( nPos2 > 0 ? nPosD - m_nNx[0] : - 1) ; Point3d ptP1D = ptP1 + i * m_dStep * m_MapFrame[0].VersX() ; Point3d ptP2D = ptP1D + m_dStep * m_MapFrame[0].VersX() ; AddDexelSideFace( nPosD, nPosSud, ptP1D, ptP2D, m_MapFrame[0].VersZ(), - m_MapFrame[0].VersY(), lstTria) ; } return true ; } //---------------------------------------------------------------------------- bool VolZmap::CalcDexelPrisms( int nPos1, int nPos2, TRIA3DLIST& lstTria) const { // verifiche sugli indici if ( nPos1 < 0 || nPos1 >= int( m_nNx[0]) || nPos2 < 0 || nPos2 >= int( m_nNy[0])) return false ; int nPos = nPos1 + nPos2 * m_nNx[0] ; if ( nPos < 0 || nPos >= int( m_nDim[0])) return false ; // calcolo coordinate punto double dX = m_dStep * nPos1 ; double dY = m_dStep * nPos2 ; Point3d ptP1 = m_MapFrame[0].Orig() + dX * m_MapFrame[0].VersX() + dY * m_MapFrame[0].VersY() ; Point3d ptP2 = ptP1 + m_dStep * m_MapFrame[0].VersX() ; Point3d ptP3 = ptP2 + m_dStep * m_MapFrame[0].VersY() ; Point3d ptP4 = ptP1 + m_dStep * m_MapFrame[0].VersY() ; // creo le facce sopra e sotto di ogni intervallo (sempre visibili) for ( int i = 1 ; i < int( m_Values[0][nPos].size()) ; i += 2) { Vector3d vtDZt = m_Values[0][nPos][i].dZVal * m_MapFrame[0].VersZ() ; Vector3d vtDZb = m_Values[0][nPos][i-1].dZVal * m_MapFrame[0].VersZ() ; // faccia superiore P1t->P2t->P3t->P4t : sempre visibile lstTria.emplace_back() ; lstTria.back().Set( ptP1 + vtDZt, ptP2 + vtDZt, ptP3 + vtDZt, m_MapFrame[0].VersZ()) ; lstTria.emplace_back() ; lstTria.back().Set( ptP3 + vtDZt, ptP4 + vtDZt, ptP1 + vtDZt, m_MapFrame[0].VersZ()) ; // faccia inferiore P1b->P4b->P3b->P2b : sempre visibile lstTria.emplace_back() ; lstTria.back().Set( ptP1 + vtDZb, ptP4 + vtDZb, ptP3 + vtDZb, - m_MapFrame[0].VersZ()) ; lstTria.emplace_back() ; lstTria.back().Set( ptP3 + vtDZb, ptP2 + vtDZb, ptP1 + vtDZb, - m_MapFrame[0].VersZ()) ; } // creo le facce laterali int nPosEst = ( nPos1 < int( m_nNx[0] - 1) ? nPos + 1 : - 1) ; AddDexelSideFace( nPos, nPosEst, ptP2, ptP3, m_MapFrame[0].VersZ(), m_MapFrame[0].VersX(), lstTria) ; int nPosNord = ( nPos2 < int( m_nNy[0] - 1) ? nPos + m_nNx[0] : - 1) ; AddDexelSideFace( nPos, nPosNord, ptP3, ptP4, m_MapFrame[0].VersZ(), m_MapFrame[0].VersY(), lstTria) ; int nPosWest = ( nPos1 > 0 ? nPos - 1 : - 1) ; AddDexelSideFace( nPos, nPosWest, ptP4, ptP1, m_MapFrame[0].VersZ(), - m_MapFrame[0].VersX(), lstTria) ; int nPosSud = ( nPos2 > 0 ? nPos - m_nNx[0] : - 1) ; AddDexelSideFace( nPos, nPosSud, ptP1, ptP2, m_MapFrame[0].VersZ(), - m_MapFrame[0].VersY(), lstTria) ; return true ; } //---------------------------------------------------------------------------- bool VolZmap::AddDexelSideFace( int nPos, int nPosAdj, const Point3d& ptP, const Point3d& ptQ, const Vector3d& vtZ, const Vector3d& vtNorm, TRIA3DLIST& lstTria) const { Intervals intFace ; for ( int i = 1 ; i < int( m_Values[0][nPos].size()) ; i += 2) intFace.Add( m_Values[0][nPos][i-1].dZVal, m_Values[0][nPos][i].dZVal) ; if ( nPosAdj > 0) { for ( int i = 1 ; i < int( m_Values[0][nPosAdj].size()) ; i += 2) intFace.Subtract( m_Values[0][nPosAdj][i-1].dZVal, m_Values[0][nPosAdj][i].dZVal) ; } double dMin, dMax ; bool bFound = intFace.GetFirst( dMin, dMax) ; while ( bFound) { Vector3d vtDZt = dMax * vtZ ; Vector3d vtDZb = dMin * vtZ ; lstTria.emplace_back() ; lstTria.back().Set( ptP + vtDZb, ptQ + vtDZb, ptQ + vtDZt, vtNorm) ; lstTria.emplace_back() ; lstTria.back().Set( ptQ + vtDZt, ptP + vtDZt, ptP + vtDZb, vtNorm) ; bFound = intFace.GetNext( dMin, dMax) ; } return true ; } //---------------------------------------------------------------------------- bool VolZmap::MarchingCubes( TRIA3DLIST& lstTria) const { // Ciclo su tutti i voxel dello Zmap for ( int i = - 1 ; i < int( m_nNx[0]) ; ++ i) { for ( int j = - 1 ; j < int( m_nNy[0]) ; ++ j) { for ( int k = - 1 ; k < int( m_nNy[1]) ; ++ k) { // Indici i,j,k dei vertici int IndexCorner[8][3] = { { i, j, k}, { i + 1, j, k}, { i + 1, j + 1, k}, { i, j + 1, k}, { i, j, k + 1}, { i + 1, j, k + 1}, { i + 1, j + 1, k + 1}, { i, j + 1, k + 1} } ; // Classificazione dei vertici: interni o esterni al materiale int nIndex = 0 ; if ( IsThereMat( i, j, k)) nIndex |= ( 1 << 0) ; if ( IsThereMat( i + 1, j, k)) nIndex |= ( 1 << 1) ; if ( IsThereMat( i + 1, j + 1, k)) nIndex |= ( 1 << 2) ; if ( IsThereMat( i, j + 1, k)) nIndex |= ( 1 << 3) ; if ( IsThereMat( i, j, k + 1)) nIndex |= ( 1 << 4) ; if ( IsThereMat( i + 1, j, k + 1)) nIndex |= ( 1 << 5) ; if ( IsThereMat( i + 1, j + 1, k + 1)) nIndex |= ( 1 << 6) ; if ( IsThereMat( i, j + 1, k + 1)) nIndex |= ( 1 << 7) ; // Se vi è qualche intersezione fra segmenti e superficie // continuo altrimenti passo al prossimo voxel if ( EdgeTable[nIndex] == 0) continue ; static int intersections[12][2] = { { 0, 1 }, { 1, 2 }, { 2, 3 }, { 3, 0 }, { 4, 5 }, { 5, 6 }, { 6, 7 }, { 7, 4 }, { 0, 4 }, { 1, 5 }, { 2, 6 }, { 3, 7 } } ; Point3d ptIntPoint[12] ; // Ciclo sui segmenti for ( int EdgeIndex = 0 ; EdgeIndex < 12 ; ++ EdgeIndex) { // Se il segmento non attraversa la superficie // passo al successivo if ( ! ( EdgeTable[nIndex] & ( 1 << EdgeIndex))) continue ; int n1 = intersections[EdgeIndex][0] ; int n2 = intersections[EdgeIndex][1] ; // Determino con precisione il punto di intersezione sullo spigolo IntersPos( IndexCorner[n1], IndexCorner[n2], ptIntPoint[EdgeIndex]) ; ptIntPoint[EdgeIndex].ToGlob( m_MapFrame[0]) ; } // Costruzione dei triangoli for ( int TriIndex = 0 ; TriangleTableEn[nIndex][0][TriIndex] != - 1 ; TriIndex += 3) { // Costruzione triangolo int i0 = TriangleTableEn[nIndex][0][TriIndex + 2] ; int i1 = TriangleTableEn[nIndex][0][TriIndex + 1] ; int i2 = TriangleTableEn[nIndex][0][TriIndex] ; // Il triangolo è pronto Triangle3d CurrentTriangle ; CurrentTriangle.Set( ptIntPoint[i0], ptIntPoint[i1], ptIntPoint[i2]) ; CurrentTriangle.Validate() ; // Aggiungo triangolo lstTria.emplace_back( CurrentTriangle) ; } } } } return true ; } //---------------------------------------------------------------------------- bool VolZmap::MarchingCubes( int nBlock, TRIA3DLIST& lstTria) const { if ( nBlock < 0 || nBlock >= int( m_BlockToUpdate.size())) return false ; Point3d ptMapOrig = m_MapFrame[0].Orig() ; // Calcolo posizione del blocco nel reticolo int nIBlock = ( nBlock % int( m_nFracLin[0] * m_nFracLin[1])) % int( m_nFracLin[0]) ; int nJBlock = ( nBlock % int( m_nFracLin[0] * m_nFracLin[1])) / int( m_nFracLin[0]) ; int nKBlock = ( nBlock / int( m_nFracLin[0] * m_nFracLin[1])) ; // Calcolo limiti per l'indice i int nStartI = nIBlock * int( m_nDexNumPBlock) - 1 ; //( nIBlock > 0 ? nIBlock * int( m_nDexNumPBlock) : - 1) ; int nEndI = ( nIBlock + 1 == int( m_nFracLin[0]) ? int( m_nNx[0]) : ( nIBlock + 1) * int( m_nDexNumPBlock)) ; // Calcolo limiti per l'indice j int nStartJ = nJBlock * int( m_nDexNumPBlock) - 1 ; //( nJBlock > 0 ? nJBlock * int( m_nDexNumPBlock) : - 1) ; int nEndJ = ( nJBlock + 1 == int( m_nFracLin[1]) ? int( m_nNy[0]) : ( nJBlock + 1) * int( m_nDexNumPBlock)) ; // Calcolo limiti per l'indice k int nStartK = nKBlock * int( m_nDexNumPBlock) - 1 ; //( nKBlock > 0 ? nKBlock * int( m_nDexNumPBlock) : - 1) ; int nEndK = ( nKBlock + 1 == int( m_nFracLin[2]) ? int( m_nNy[1]) : ( nKBlock + 1) * int( m_nDexNumPBlock)) ; // Ciclo su tutti i voxel dello Zmap for ( int i = nStartI ; i < nEndI ; ++ i) { for ( int j = nStartJ ; j < nEndJ ; ++ j) { for ( int k = nStartK ; k < nEndK ; ++ k) { // Indici i,j,k dei vertici int IndexCorner[8][3] = { { i, j, k}, { i + 1, j, k}, { i + 1, j + 1, k}, { i, j + 1, k}, { i, j, k + 1}, { i + 1, j, k + 1}, { i + 1, j + 1, k + 1}, { i, j + 1, k + 1} } ; int nIndex = 0 ; // Classificazione dei vertici: interni o esterni al materiale if ( IsThereMat( i, j, k)) nIndex |= ( 1 << 0) ; if ( IsThereMat( i + 1, j, k)) nIndex |= ( 1 << 1) ; if ( IsThereMat( i + 1, j + 1, k)) nIndex |= ( 1 << 2) ; if ( IsThereMat( i, j + 1, k)) nIndex |= ( 1 << 3) ; if ( IsThereMat( i, j, k + 1)) nIndex |= ( 1 << 4) ; if ( IsThereMat( i + 1, j, k + 1)) nIndex |= ( 1 << 5) ; if ( IsThereMat( i + 1, j + 1, k + 1)) nIndex |= ( 1 << 6) ; if ( IsThereMat( i, j + 1, k + 1)) nIndex |= ( 1 << 7) ; // Se vi è qualche intersezione fra segmenti e superficie // continuo altrimenti passo al prossimo voxel if ( EdgeTable[nIndex] == 0) continue ; static int intersections[12][2] = { { 0, 1 }, { 1, 2 }, { 2, 3 }, { 3, 0 }, { 4, 5 }, { 5, 6 }, { 6, 7 }, { 7, 4 }, { 0, 4 }, { 1, 5 }, { 2, 6 }, { 3, 7 } } ; Point3d ptIntPoint[12] ; // Ciclo sui segmenti for ( int EdgeIndex = 0 ; EdgeIndex < 12 ; ++ EdgeIndex) { // Se il segmento non attraversa la superficie // passo al successivo if ( ! ( EdgeTable[nIndex] & ( 1 << EdgeIndex))) continue ; int n1 = intersections[EdgeIndex][0] ; int n2 = intersections[EdgeIndex][1] ; // Determino con precisione il punto di intersezione sullo spigolo IntersPos( IndexCorner[n1], IndexCorner[n2], ptIntPoint[EdgeIndex]) ; ptIntPoint[EdgeIndex].ToGlob( m_MapFrame[0]) ; } // Costruzione dei triangoli for ( int TriIndex = 0 ; TriangleTableEn[nIndex][0][TriIndex] != - 1 ; TriIndex += 3) { // Costruzione triangolo int i0 = TriangleTableEn[nIndex][0][TriIndex + 2] ; int i1 = TriangleTableEn[nIndex][0][TriIndex + 1] ; int i2 = TriangleTableEn[nIndex][0][TriIndex] ; Triangle3d CurrentTriangle ; Vector3d vtN = ( ptIntPoint[i1] - ptIntPoint[i0]) ^ ( ptIntPoint[i2] - ptIntPoint[i1]) ; vtN.Normalize() ; vtN.ToGlob( m_MapFrame[0]) ; // Il triangolo è pronto CurrentTriangle.Set( ptIntPoint[i0], ptIntPoint[i1], ptIntPoint[i2], vtN) ; // Aggiungo triangolo lstTria.emplace_back( CurrentTriangle) ; } } } } m_BlockToUpdate[nBlock] = false ; return true ; } //---------------------------------------------------------------------------- bool VolZmap::ExtMarchingCubes( int nBlock, TRIA3DLIST& lstTria, TriHolder& triHold) const { if ( nBlock < 0 || nBlock >= int( m_BlockToUpdate.size())) return false ; Point3d ptMapOrig = m_MapFrame[0].Orig() ; // Calcolo posizione del blocco nel reticolo int nIBlock = ( nBlock % int( m_nFracLin[0] * m_nFracLin[1])) % int( m_nFracLin[0]) ; int nJBlock = ( nBlock % int( m_nFracLin[0] * m_nFracLin[1])) / int( m_nFracLin[0]) ; int nKBlock = ( nBlock / int( m_nFracLin[0] * m_nFracLin[1])) ; // Calcolo limiti per l'indice i int nStartI = nIBlock * int( m_nDexNumPBlock) - 1 ; int nEndI = ( nIBlock + 1 == int( m_nFracLin[0]) ? int( m_nNx[0]) : ( nIBlock + 1) * int( m_nDexNumPBlock)) ; // Calcolo limiti per l'indice j int nStartJ = nJBlock * int( m_nDexNumPBlock) - 1 ; int nEndJ = ( nJBlock + 1 == int( m_nFracLin[1]) ? int( m_nNy[0]) : ( nJBlock + 1) * int( m_nDexNumPBlock)) ; // Calcolo limiti per l'indice k int nStartK = nKBlock * int( m_nDexNumPBlock) - 1 ; int nEndK = ( nKBlock + 1 == int( m_nFracLin[2]) ? int( m_nNy[1]) : ( nKBlock + 1) * int( m_nDexNumPBlock)) ; // Ciclo su tutti i voxel dello Zmap for ( int i = nStartI ; i < nEndI ; ++ i) { for ( int j = nStartJ ; j < nEndJ ; ++ j) { for ( int k = nStartK ; k < nEndK ; ++ k) { // Indici i,j,k dei vertici int IndexCorner[8][3] = { { i, j, k}, { i + 1, j, k}, { i + 1, j + 1, k}, { i, j + 1, k}, { i, j, k + 1}, { i + 1, j, k + 1}, { i + 1, j + 1, k + 1}, { i, j + 1, k + 1} } ; int nIndex = 0 ; // Classificazione dei vertici: interni o esterni al materiale if ( IsThereMat( i, j, k)) nIndex |= ( 1 << 0) ; if ( IsThereMat( i + 1, j, k)) nIndex |= ( 1 << 1) ; if ( IsThereMat( i + 1, j + 1, k)) nIndex |= ( 1 << 2) ; if ( IsThereMat( i, j + 1, k)) nIndex |= ( 1 << 3) ; if ( IsThereMat( i, j, k + 1)) nIndex |= ( 1 << 4) ; if ( IsThereMat( i + 1, j, k + 1)) nIndex |= ( 1 << 5) ; if ( IsThereMat( i + 1, j + 1, k + 1)) nIndex |= ( 1 << 6) ; if ( IsThereMat( i, j + 1, k + 1)) nIndex |= ( 1 << 7) ; // Se vi è qualche intersezione fra segmenti e superficie // continuo altrimenti passo al prossimo voxel if ( EdgeTable[nIndex] == 0) continue ; static int intersections[12][2] = { { 0, 1 }, { 1, 2 }, { 2, 3 }, { 3, 0 }, { 4, 5 }, { 5, 6 }, { 6, 7 }, { 7, 4 }, { 0, 4 }, { 1, 5 }, { 2, 6 }, { 3, 7 } } ; // Arrey di strutture punto di intersezione // e normale alla superficie in esso. VectorField VecField[12] ; // Ciclo sui segmenti for ( int EdgeIndex = 0 ; EdgeIndex < 12 ; ++ EdgeIndex) { // Se il segmento non attraversa la superficie // passo al successivo if ( ! ( EdgeTable[nIndex] & ( 1 << EdgeIndex))) continue ; int n1 = intersections[EdgeIndex][0] ; int n2 = intersections[EdgeIndex][1] ; // Determino con precisione il punto di intersezione sullo spigolo IntersPos( IndexCorner[n1], IndexCorner[n2], VecField[EdgeIndex].ptInt, VecField[EdgeIndex].vtNorm) ; VecField[EdgeIndex].ptInt.ToGlob( m_MapFrame[0]) ; VecField[EdgeIndex].vtNorm.ToGlob( m_MapFrame[0]) ; } // Determino il numero di componenti connesse int nComponents = TriangleTableEn[nIndex][1][0] ; // Serve nel ciclo che salva i punti e vettori di // una componente nell'arrey di compentenza: La tabella // fornisce numero di componenti, numero di vertici per // componenti per OGNUNA delle componenti e in fine // elenca i vertici della prima componente, seguiti da quelli // della seconda e così via. int nTableOffset = nComponents ; // Ciclo sulle componenti for ( int nCompCount = 1 ; nCompCount <= nComponents ; ++ nCompCount) { // Numero vertici per componenti int nVertComp = TriangleTableEn[nIndex][1][nCompCount] ; // Vettore di Vector3d VectorField CompoVert[12] ; // Riempio il vettore for ( int nVertCount = 0 ; nVertCount < nVertComp ; ++ nVertCount) // Nota che il primo elemento dell'arrey // (0-esimo) non viene iniziallizzato CompoVert[nVertCount] = VecField[TriangleTableEn[nIndex][1][nVertCount + nTableOffset + 1]] ; int nFeatureType ; // Valuto le relazioni reciproche fra le normali bool bExt = TestOnNormal( CompoVert, nVertComp, nFeatureType) ; // Extended MC if ( bExt) { // Ridimensiono il vettore che contiene i triHold.resize( triHold.size() + 1) ; int nCurrent = int( triHold.size()) - 1 ; triHold[nCurrent].i = i ; triHold[nCurrent].j = j ; triHold[nCurrent].k = k ; Point3d ptGravityCenter( 0, 0, 0) ; for ( int i = 0 ; i < nVertComp ; ++ i) ptGravityCenter += CompoVert[i].ptInt ; ptGravityCenter /= nVertComp ; Vector3d vtO = ptGravityCenter - ORIG ; Point3d ptTrasf[12] ; for ( int i = 0 ; i < nVertComp ; ++ i) ptTrasf[i] = CompoVert[i].ptInt - vtO ; typedef Eigen::Matrix dSystemMatrix ; typedef Eigen::Matrix dSystemVector ; dSystemMatrix dMatrixN ; dSystemVector dKnownVector ; dSystemVector dUnknownVector ; dMatrixN.resize( nVertComp, 3) ; dKnownVector.resize( nVertComp, 1) ; for ( int i = 0 ; i < nVertComp ; ++ i) { dMatrixN( i, 0) = CompoVert[i].vtNorm.x ; dMatrixN( i, 1) = CompoVert[i].vtNorm.y ; dMatrixN( i, 2) = CompoVert[i].vtNorm.z ; dKnownVector( i) = CompoVert[i].vtNorm * ( ptTrasf[i] - ORIG) ; } typedef Eigen::JacobiSVD DecomposerSVD ; #define ComputeU Eigen::ComputeThinU #define ComputeV Eigen::ComputeThinV DecomposerSVD svd( dMatrixN, ComputeU | ComputeV) ; #undef ComputeU #undef ComputeV dSystemVector dSingularValue = svd.singularValues( ) ; if ( nFeatureType == 2) { int nIMin = 0 ; int nRank = min( nVertComp, 3) ; double dMinVal = DBL_MAX ; for ( int i = 0 ; i < nRank ; ++ i) { if ( dSingularValue( i) < dMinVal) { nIMin = i ; dMinVal = dSingularValue( i) ; } } dSingularValue( nIMin) = 0 ; } dUnknownVector = svd.solve( dKnownVector) ; Point3d ptSol( dUnknownVector( 0) + vtO.x, dUnknownVector( 1) + vtO.y, dUnknownVector( 2) + vtO.z) ; for ( int i = 0 ; i < nVertComp ; ++ i) ptTrasf[i] = ptTrasf[i] + vtO ; //ptSol += vtO ; Triangle3d CurrentTriangle ; for ( int i = 0 ; i < nVertComp - 1 ; ++ i) { // Il triangolo è pronto CurrentTriangle.Set( ptSol, CompoVert[i+1].ptInt, CompoVert[i].ptInt) ; CurrentTriangle.Validate( true) ; // Aggiungo triangolo triHold[nCurrent].vecTria.emplace_back( CurrentTriangle) ; } // Ultimo triangolo CurrentTriangle.Set( ptSol, CompoVert[0].ptInt, CompoVert[nVertComp - 1].ptInt) ; CurrentTriangle.Validate( true) ; // Aggiungo ultimo triangolo triHold[nCurrent].vecTria.emplace_back( CurrentTriangle) ; triHold[nCurrent].ptVert = ptSol ; } // Standard MC else { // Costruzione dei triangoli for ( int TriIndex = 0 ; TriangleTableEn[nIndex][0][TriIndex] != - 1 ; TriIndex += 3) { // Costruzione triangolo int i0 = TriangleTableEn[nIndex][0][TriIndex + 2] ; int i1 = TriangleTableEn[nIndex][0][TriIndex + 1] ; int i2 = TriangleTableEn[nIndex][0][TriIndex] ; Triangle3d CurrentTriangle ; // Il triangolo è pronto CurrentTriangle.Set( VecField[i0].ptInt, VecField[i1].ptInt, VecField[i2].ptInt) ; CurrentTriangle.Validate( true) ; // Aggiungo triangolo lstTria.emplace_back( CurrentTriangle) ; } } nTableOffset += nVertComp ; } } } } m_BlockToUpdate[nBlock] = false ; return true ; } //---------------------------------------------------------------------------- bool VolZmap::FlipEdges( TriHolder& triHold) const { int nVoxelNum = int( triHold.size()) ; for ( int n = 0 ; n < nVoxelNum ; ++ n) { for ( int m = n + 1 ; m < nVoxelNum ; ++ m) { if ( ( triHold[m].i < int( m_nNx[0]) && triHold[m].j < int( m_nNy[0]) && triHold[m].k < int( m_nNy[1])) && ( ( triHold[m].i == triHold[n].i + 1) || ( triHold[m].j == triHold[n].j + 1) || ( triHold[m].k == triHold[n].k + 1))) { int nNumN = int( triHold[n].vecTria.size()) ; int nNumM = int( triHold[m].vecTria.size()) ; for ( int triN = 0 ; triN < nNumN ; ++ triN) { bool bModified = false ; for ( int triM = 0 ; triM < nNumM ; ++ triM) { std::vector SharedIndex ; for ( int vertN = 0 ; vertN < 3 ; ++ vertN) { for ( int vertM = 0 ; vertM < 3 ; ++ vertM) { Point3d ptN = triHold[n].vecTria[triN].GetP( vertN) ; Point3d ptM = triHold[m].vecTria[triM].GetP( vertM) ; if ( SqDist( ptN, ptM) < EPS_SMALL * EPS_SMALL) { SharedIndex.emplace_back( vertN) ; SharedIndex.emplace_back( vertM) ; } if ( SharedIndex.size() > 2) break ; } if ( SharedIndex.size() > 2) break ; } // Si deve operare la modifica dei triangoli if ( SharedIndex.size() > 2) { // Modifico i triangoli triHold[n].vecTria[triN].SetP( SharedIndex[0], triHold[m].ptVert) ; triHold[m].vecTria[triM].SetP( SharedIndex[3], triHold[n].ptVert) ; triHold[n].vecTria[triN].Validate( true) ; triHold[m].vecTria[triM].Validate( true) ; bModified = true ; break ; } } if( bModified) break ; } } } } return true ; } //---------------------------------------------------------------------------- bool VolZmap::FlipEdges( int nBlock, TriHolder& triHold) { // Controllo sulla validità del blocco if ( nBlock < 0 || nBlock > int( m_nNumBlock)) return false ; // Calcolo posizione del blocco nel reticolo int nIBlock = ( nBlock % int( m_nFracLin[0] * m_nFracLin[1])) % int( m_nFracLin[0]) ; int nJBlock = ( nBlock % int( m_nFracLin[0] * m_nFracLin[1])) / int( m_nFracLin[0]) ; int nKBlock = ( nBlock / int( m_nFracLin[0] * m_nFracLin[1])) ; // Calcolo limiti per l'indice i //int nStartI = nIBlock * int( m_nDexNumPBlock) - 1 ; int nEndI = ( nIBlock + 1 == int( m_nFracLin[0]) ? int( m_nNx[0]) : ( nIBlock + 1) * int( m_nDexNumPBlock)) ; // Calcolo limiti per l'indice j //int nStartJ = nJBlock * int( m_nDexNumPBlock) - 1 ; int nEndJ = ( nJBlock + 1 == int( m_nFracLin[1]) ? int( m_nNy[0]) : ( nJBlock + 1) * int( m_nDexNumPBlock)) ; // Calcolo limiti per l'indice k //int nStartK = nKBlock * int( m_nDexNumPBlock) - 1 ; int nEndK = ( nKBlock + 1 == int( m_nFracLin[2]) ? int( m_nNy[1]) : ( nKBlock + 1) * int( m_nDexNumPBlock)) ; int nFirstVoxelLim = int( triHold.size()) ; int nSecondVoxelLim ; for ( int n = 0 ; n < nFirstVoxelLim ; ++ n) { // Determino se il voxel è di frontiera // per qualche blocco adiacente. int nNeighbour = 0 ; if ( triHold[n].i == nEndI - 1) nNeighbour |= ( 1 << 0) ; if ( triHold[n].j == nEndJ - 1) nNeighbour |= ( 1 << 1) ; if ( triHold[n].k == nEndK - 1) nNeighbour |= ( 1 << 2) ; int nNumAdjBlocks = NeighbourTable[nNeighbour][0] ; // for ( int nTabInd = 0 ; nTabInd <= nNumAdjBlocks ; ++ nTabInd) { if ( ( ! nTabInd) && ( ! nNumAdjBlocks)) nSecondVoxelLim = nFirstVoxelLim ; else if ( nTabInd && ( NeighbourTable[nNeighbour][nTabInd] == 1)) { ; } else if ( nTabInd && ( NeighbourTable[nNeighbour][nTabInd] == 2)) { ; } else if ( nTabInd && ( NeighbourTable[nNeighbour][nTabInd] == 3)) { ; } // metti l'intero for dopo con gli aggiustamenti } for ( int m = n + 1 ; m < nSecondVoxelLim ; ++ m) { int nNumN = int( triHold[n].vecTria.size()) ; int nNumM = int( triHold[m].vecTria.size()) ; bool bFlag = false ; std::vector SharedIndex ; for ( int triN = 0 ; triN < nNumN ; ++ triN) { for ( int triM = 0 ; triM < nNumM ; ++ triM) { int nSharedVertex = 0 ; for ( int vertN = 0 ; vertN < 3 ; ++ vertN) { for ( int vertM = 0 ; vertM < 3 ; ++ vertM) { Point3d ptN = triHold[n].vecTria[triN].GetP( vertN) ; Point3d ptM = triHold[m].vecTria[triM].GetP( vertM) ; if ( SqDist( ptN, ptM) < EPS_SMALL * EPS_SMALL) { nSharedVertex ++ ; SharedIndex.emplace_back( vertN) ; SharedIndex.emplace_back( vertM) ; } if ( nSharedVertex > 1) break ; } if ( nSharedVertex > 1) break ; } if ( nSharedVertex > 1) { triHold[n].vecTria[triN].SetP( SharedIndex[3], triHold[m].ptVert) ; triHold[m].vecTria[triM].SetP( SharedIndex[2], triHold[n].ptVert) ; bFlag = true ; break ; } } if ( bFlag) break ; } } } return true ; } //---------------------------------------------------------------------------- bool VolZmap::FlipEdges( int nNumBlocks, int nBlocks[], TriHolder triHold[]) { // Controllo sulla validità dei blocchi for ( int i = 0 ; i < nNumBlocks ; ++ i) if ( nBlocks[i] < 0 || nBlocks[i] > int( m_nNumBlock)) return false ; // Dispongo i blocchi in ordine crescente for ( int i = 0 ; i < nNumBlocks ; ++ i) for ( int j = i + 1 ; j < nNumBlocks ; ++ j) if ( nBlocks[i] > nBlocks[j]) swap( nBlocks[i], nBlocks[j]) ; // Ciclo sui blocchi for ( int i = 0 ; i < nNumBlocks ; ++ i) { } return true ; } //---------------------------------------------------------------------------- bool VolZmap::IsThereMat( int nI, int nJ, int nK) const { if ( nI == - 1 || nI == m_nNx[0] || nJ == - 1 || nJ == m_nNy[0] || nK == - 1 || nK == m_nNy[1]) return false ; double dZ[3] ; dZ[0] = ( nK + 0.5) * m_dStep ; dZ[1] = ( nI + 0.5) * m_dStep ; dZ[2] = ( nJ + 0.5) * m_dStep ; int nCount = 0 ; for ( int nGrid = 0 ; nGrid < int ( m_nMapNum) ; ++ nGrid) { unsigned int nGrI, nGrJ ; if ( nGrid == 0) { nGrI = nI ; nGrJ = nJ ; } else if ( nGrid == 1) { nGrI = nJ ; nGrJ = nK ; } else { nGrI = nK ; nGrJ = nI ; } unsigned int nPos = nGrJ * m_nNx[nGrid] + nGrI ; size_t nDexSize = m_Values[nGrid][nPos].size() ; size_t nIndex = 0 ; while ( nIndex < nDexSize) { if ( dZ[nGrid] > m_Values[nGrid][nPos][nIndex].dZVal - EPS_SMALL && dZ[nGrid] < m_Values[nGrid][nPos][nIndex + 1].dZVal + EPS_SMALL) { ++ nCount ; break ; } nIndex += 2 ; } } return ( nCount == 3) ; } //---------------------------------------------------------------------------- bool VolZmap::IntersPos( int nVec1[], int nVec2[], Point3d& ptInt) const { if ( nVec1[0] != nVec2[0]) { ptInt.y = ( nVec1[1] + 0.5) * m_dStep ; ptInt.z = ( nVec1[2] + 0.5) * m_dStep ; int nMinI = min( nVec1[0], nVec2[0]) ; int nMaxI = max( nVec1[0], nVec2[0]) ; double dMinX = ( nMinI + 0.5) * m_dStep ; double dMaxX = ( nMaxI + 0.5) * m_dStep ; unsigned int nDexel = nVec1[2] * m_nNx[1] + nVec1[1] ; size_t nSize = m_Values[1][nDexel].size() ; bool bFound = false ; for ( size_t i = 0 ; i < nSize ; i += 2) { double dx1 = m_Values[1][nDexel][i].dZVal ; double dx2 = m_Values[1][nDexel][i+1].dZVal ; if ( dx1 < dMinX - EPS_SMALL && dx2 > dMinX - EPS_SMALL && dx2 < dMaxX + EPS_SMALL) { ptInt.x = dx2 ; bFound = true ; break ; } else if ( dx1 > dMinX - EPS_SMALL && dx1 < dMaxX + EPS_SMALL && dx2 > dMaxX + EPS_SMALL) { ptInt.x = dx1 ; bFound = true ; break ; } } if ( ! bFound) ptInt.x = ( dMinX + dMaxX) / 2 ; } else if ( nVec1[1] != nVec2[1]) { ptInt.x = ( nVec1[0] + 0.5) * m_dStep ; ptInt.z = ( nVec1[2] + 0.5) * m_dStep ; int nMinJ = min( nVec1[1], nVec2[1]) ; int nMaxJ = max( nVec1[1], nVec2[1]) ; double dMinY = ( nMinJ + 0.5) * m_dStep ; double dMaxY = ( nMaxJ + 0.5) * m_dStep ; unsigned int nDexel = nVec1[0] * m_nNx[2] + nVec1[2] ; size_t nSize = m_Values[2][nDexel].size() ; bool bFound = false ; for ( size_t j = 0 ; j < nSize ; j += 2) { double dy1 = m_Values[2][nDexel][j].dZVal ; double dy2 = m_Values[2][nDexel][j+1].dZVal ; if ( dy1 < dMinY - EPS_SMALL && dy2 > dMinY - EPS_SMALL && dy2 < dMaxY + EPS_SMALL) { ptInt.y = dy2 ; bFound = true ; break ; } else if ( dy1 > dMinY - EPS_SMALL && dy1 < dMaxY + EPS_SMALL && dy2 > dMaxY + EPS_SMALL) { ptInt.y = dy1 ; bFound = true ; break ; } } if ( ! bFound) ptInt.y = ( dMinY + dMaxY) / 2 ; } else if ( nVec1[2] != nVec2[2]) { ptInt.x = ( nVec1[0] + 0.5) * m_dStep ; ptInt.y = ( nVec1[1] + 0.5) * m_dStep ; int nMinK = min( nVec1[2], nVec2[2]) ; int nMaxK = max( nVec1[2], nVec2[2]) ; double dMinZ = ( nMinK + 0.5) * m_dStep ; double dMaxZ = ( nMaxK + 0.5) * m_dStep ; unsigned int nDexel = nVec1[1] * m_nNx[0] + nVec1[0] ; size_t nSize = m_Values[0][nDexel].size() ; bool bFound = false ; for ( size_t k = 0 ; k < nSize ; k += 2) { double dz1 = m_Values[0][nDexel][k].dZVal ; double dz2 = m_Values[0][nDexel][k+1].dZVal ; if ( dz1 < dMinZ - EPS_SMALL && dz2 > dMinZ - EPS_SMALL && dz2 < dMaxZ + EPS_SMALL) { ptInt.z = dz2 ; bFound = true ; break ; } else if ( dz1 > dMinZ - EPS_SMALL && dz1 < dMaxZ + EPS_SMALL && dz2 > dMaxZ + EPS_SMALL) { ptInt.z = dz1 ; bFound = true ; break ; } } if ( ! bFound) ptInt.z = ( dMinZ + dMaxZ) / 2 ; } return true ; } //---------------------------------------------------------------------------- bool VolZmap::IntersPos( int nVec1[], int nVec2[], Point3d& ptInt, Vector3d& vtNormal) const { if ( nVec1[0] != nVec2[0]) { int nMinI = min( nVec1[0], nVec2[0]) ; int nMaxI = max( nVec1[0], nVec2[0]) ; double dMinX = ( nMinI + 0.5) * m_dStep ; double dMaxX = ( nMaxI + 0.5) * m_dStep ; ptInt.y = ( nVec1[1] + 0.5) * m_dStep ; ptInt.z = ( nVec1[2] + 0.5) * m_dStep ; unsigned int nDexel = nVec1[2] * m_nNx[1] + nVec1[1] ; size_t nSize = m_Values[1][nDexel].size() ; bool bFound = false ; for ( size_t i = 0 ; i < nSize ; i += 2) { double dx1 = m_Values[1][nDexel][i].dZVal ; double dx2 = m_Values[1][nDexel][i+1].dZVal ; if ( dx1 < dMinX - EPS_SMALL && dx2 > dMinX - EPS_SMALL && dx2 < dMaxX + EPS_SMALL) { ptInt.x = dx2 ; vtNormal = m_Values[1][nDexel][i+1].vtN ; bFound = true ; break ; } else if ( dx1 > dMinX - EPS_SMALL && dx1 < dMaxX + EPS_SMALL && dx2 > dMaxX + EPS_SMALL) { ptInt.x = dx1 ; vtNormal = m_Values[1][nDexel][i].vtN ; bFound = true ; break ; } } if ( ! bFound) { ptInt.x = ( dMinX + dMaxX) / 2 ; // Versore Normale ??? } } else if ( nVec1[1] != nVec2[1]) { int nMinJ = min( nVec1[1], nVec2[1]) ; int nMaxJ = max( nVec1[1], nVec2[1]) ; double dMinY = ( nMinJ + 0.5) * m_dStep ; double dMaxY = ( nMaxJ + 0.5) * m_dStep ; ptInt.x = ( nVec1[0] + 0.5) * m_dStep ; ptInt.z = ( nVec1[2] + 0.5) * m_dStep ; unsigned int nDexel = nVec1[0] * m_nNx[2] + nVec1[2] ; size_t nSize = m_Values[2][nDexel].size() ; bool bFound = false ; for ( size_t j = 0 ; j < nSize ; j += 2) { double dy1 = m_Values[2][nDexel][j].dZVal ; double dy2 = m_Values[2][nDexel][j+1].dZVal ; if ( dy1 < dMinY - EPS_SMALL && dy2 > dMinY - EPS_SMALL && dy2 < dMaxY + EPS_SMALL) { ptInt.y = dy2 ; vtNormal = m_Values[2][nDexel][j+1].vtN ; bFound = true ; break ; } else if ( dy1 > dMinY - EPS_SMALL && dy1 < dMaxY + EPS_SMALL && dy2 > dMaxY + EPS_SMALL) { ptInt.y = dy1 ; vtNormal = m_Values[2][nDexel][j].vtN ; bFound = true ; break ; } } if ( ! bFound) { ptInt.y = ( dMinY + dMaxY) / 2 ; // Versore Normale ??? } } else if ( nVec1[2] != nVec2[2]) { int nMinK = min( nVec1[2], nVec2[2]) ; int nMaxK = max( nVec1[2], nVec2[2]) ; double dMinZ = ( nMinK + 0.5) * m_dStep ; double dMaxZ = ( nMaxK + 0.5) * m_dStep ; ptInt.x = ( nVec1[0] + 0.5) * m_dStep ; ptInt.y = ( nVec1[1] + 0.5) * m_dStep ; unsigned int nDexel = nVec1[1] * m_nNx[0] + nVec1[0] ; size_t nSize = m_Values[0][nDexel].size() ; bool bFound = false ; for ( size_t k = 0 ; k < nSize ; k += 2) { double dz1 = m_Values[0][nDexel][k].dZVal ; double dz2 = m_Values[0][nDexel][k+1].dZVal ; if ( dz1 < dMinZ - EPS_SMALL && dz2 > dMinZ - EPS_SMALL && dz2 < dMaxZ + EPS_SMALL) { ptInt.z = dz2 ; vtNormal = m_Values[0][nDexel][k+1].vtN ; bFound = true ; break ; } else if ( dz1 > dMinZ - EPS_SMALL && dz1 < dMaxZ + EPS_SMALL && dz2 > dMaxZ + EPS_SMALL) { ptInt.z = dz1 ; vtNormal = m_Values[0][nDexel][k].vtN ; bFound = true ; break ; } } if ( ! bFound) { ptInt.z = ( dMinZ + dMaxZ) / 2 ; // Versore Normale ??? } } return true ; }