//---------------------------------------------------------------------------- // 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\Include\EGkStringUtils3d.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} ; //, Edge2 = 3} ; //---------------------------------------------------------------------------- //bool //TestOnNormal( const VectorField CompoVert[], int nCompoElem, int& FeatureType, Vector3d& vtFeature) //{ // int nI, nJ ; // double dMinCosTheta = 1.001 ; // const double dCosThetaSharp = sqrt( 3) / 2 ; 0.9 ; // // 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 vtK = CompoVert[nI].vtNorm ^ CompoVert[nJ].vtNorm ; // // const double dCosPhiCorner = 0.5;//0.7;//0.5 ; // // for ( int i = 0 ; i < nCompoElem ; ++ i) { // // double dAbsCurrentCos = abs( CompoVert[i].vtNorm * vtK) ; // // if ( dAbsCurrentCos > dCosPhiCorner) { // // FeatureType = Corner ; // vtFeature = vtK ; // return true ; // } // } // // FeatureType = Edge ; // vtFeature = vtK ; // // return true ; //} //---------------------------------------------------------------------------- bool TestOnNormal( const VectorField CompoVert[], int nCompoElem, int& FeatureType, Vector3d& vtFeature, int& nMin1, int& nMin2) { int nI, nJ ; double dMinCosTheta = 1.001 ; const double dCosThetaSharp = 0.8; 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 vtK = CompoVert[nI].vtNorm ^ CompoVert[nJ].vtNorm ; double dDotTest1 = CompoVert[nI].vtNorm * vtK ; double dDotTest2 = CompoVert[nJ].vtNorm * vtK ; nMin1 = nI ; nMin2 = nJ ; const double dCosPhiCorner = 0.5 ; double dMaxAbsCos = 0 ; for ( int i = 0 ; i < nCompoElem ; ++ i) { double dAbsCurrentCos = abs( CompoVert[i].vtNorm * vtK) ; if ( dAbsCurrentCos > dMaxAbsCos) dMaxAbsCos = dAbsCurrentCos ; } if ( dMaxAbsCos > dCosPhiCorner) FeatureType = Corner ; else FeatureType = Edge ; vtFeature = vtK ; return true ; } // ------------------------- VISUALIZZAZIONE -------------------------------------------------------------------------------------- //---------------------------------------------------------------------------- bool VolZmap::GetDexelLines( int nDir, int nPos1, int nPos2, POLYLINELIST& lstPL) const { // Se richiesti spilloni ( 0 <= nDir < 3) if ( nDir < 3) { // 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 partenza 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 ; } // altrimenti richieste normali ( 3 <= nDir < 6) else { // riporto a indice griglia nDir -= 3 ; // 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 partenza 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() ; // calcolo e inserisco punto inizio spillone Point3d ptQ = ptP + m_Values[nDir][nPos][j-1].dZVal * m_MapFrame[nDir].VersZ() ; lstPL.back().AddUPoint( 0, ptQ) ; // calcolo e inserisco punto su termine sua normale Vector3d vtV = m_Values[nDir][nPos][j-1].vtN ; vtV.ToGlob( m_MapFrame[0]) ; lstPL.back().AddUPoint( 1, ptQ + vtV * m_dStep / 4) ; // aggiungo polilinea a lista lstPL.emplace_back() ; // calcolo e inserisco punto fine spillone Point3d ptR = ptP + m_Values[nDir][nPos][j].dZVal * m_MapFrame[nDir].VersZ() ; lstPL.back().AddUPoint( 0, ptR) ; // calcolo e inserisco punto su termine sua normale Vector3d vtW = m_Values[nDir][nPos][j].vtN ; vtW.ToGlob( m_MapFrame[0]) ; lstPL.back().AddUPoint( 1, ptR + vtW * m_dStep / 4) ; } 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 MarchingCubes( lstTria) ; return true ; } //---------------------------------------------------------------------------- bool VolZmap::GetTriangles( bool bAllBlocks, INTVECTOR& nModifiedBlocks, TRIA3DLISTVECTOR& vLstTria) const { // Caso di singola mappa if ( m_nMapNum == 1) { const int MAX_DIM_CHUNK = 128 ; nModifiedBlocks.resize( m_nNumBlock) ; vLstTria.reserve( m_nNumBlock) ; // Ciclo sui blocchi for ( size_t t = 0 ; t < m_nNumBlock ; ++ t) { // Se il blocco deve essere aggiornato, eseguo if ( bAllBlocks || m_BlockToUpdate[t]) { // preparo lista vLstTria.emplace_back() ; nModifiedBlocks[t] = int( vLstTria.size()) - 1 ; // Calcolo posizione del blocco nella griglia int nIBlock = int( t) % int( m_nFracLin[0]) ; int nJBlock = int( t) / 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, vLstTria.back()) ; } } m_BlockToUpdate[t] = false ; } else nModifiedBlocks[t] = -1 ; } } // Caso con tre mappe else { nModifiedBlocks.resize( m_nNumBlock) ; vLstTria.reserve( m_nNumBlock) ; std::vector VecTriHold ; VecTriHold.resize( m_nNumBlock) ; // Ciclo sui blocchi for ( size_t t = 0 ; t < m_nNumBlock ; ++ t) { // Calcolo i limiti sugli indici dei voxel del blocco int nIJK[3] ; // Vettore indici i,j,k del blocco GetBlockIJK( int( t), nIJK) ; // Vettore limiti sugli indici dei voxel del blocco int LimitIndexes[6] ; GetBlockLimitsIJK( nIJK, LimitIndexes) ; // Se il blocco deve essere processato, eseguo if ( bAllBlocks || m_BlockToUpdate[t]) { vLstTria.emplace_back() ; nModifiedBlocks[t] = int( vLstTria.size()) - 1 ; ExtMarchingCubes( LimitIndexes, vLstTria.back(), VecTriHold[t]) ; m_BlockToUpdate[t] = false ; } else nModifiedBlocks[t] = -1 ; } // Eseguo il flipping FlipEdges( VecTriHold) ; // ciclo sui blocchi for ( size_t t = 0 ; t < m_nNumBlock ; ++ t) { // ciclo sui voxel del blocco for ( size_t t1 = 0 ; t1 < VecTriHold[t].size() ; ++ t1) { // ciclo sulle componenti connesse del voxel for ( size_t t2 = 0 ; t2 < VecTriHold[t][t1].vCompoTria.size() ; ++ t2) { // ciclo sui triangoli delle componenti connesse for ( size_t t3 = 0 ; t3 < VecTriHold[t][t1].vCompoTria[t2].size() ; ++ t3) { // aggiungo un singolo triangolo alla lista if ( nModifiedBlocks[t] >= 0) vLstTria[nModifiedBlocks[t]].emplace_back( VecTriHold[t][t1].vCompoTria[t2][t3]) ; } } } } } return true ; } //---------------------------------------------------------------------------- int VolZmap::GetBlockCount( void) const { return m_nNumBlock ; } //---------------------------------------------------------------------------- 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 ; 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} } ; // 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 } } ; // Ciclo sui segmenti Point3d ptIntPoint[12] ; 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) ; } } } } return true ; } //---------------------------------------------------------------------------- bool VolZmap::ExtMarchingCubes( const int nLimits[], TRIA3DLIST& lstTria, TriHolder& triHold) const { Point3d ptMapOrig = m_MapFrame[0].Orig() ; // Ciclo su tutti i voxel dello Zmap for ( int i = nLimits[0] ; i < nLimits[1] ; ++ i) { for ( int j = nLimits[2] ; j < nLimits[3] ; ++ j) { for ( int k = nLimits[4] ; k < nLimits[5] ; ++ 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 }, { 3, 2 }, { 0, 3 }, { 4, 5 }, { 5, 6 }, { 7, 6 }, { 4, 7 }, { 0, 4 }, { 1, 5 }, { 2, 6 }, { 3, 7 } } ; // Arrey di strutture punto di intersezione // e normale alla superficie in esso. VectorField VecField[12] ; // Flag sulla regolatrità dei campi scalare e vettoriale: // se i campi sono regolari esso resta vero, altrimenti // assume il valore falso. bool bReg = true ; // 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] ; bool bN1 = ( ( nIndex & ( 1 << n1)) != 0) ; // Determino con precisione il punto di intersezione sullo spigolo, // se i campi scalare e vettoriale non sono regolari bReg diviene falso. if ( ! IntersPos( IndexCorner[n1], IndexCorner[n2], bN1, VecField[EdgeIndex].ptInt, VecField[EdgeIndex].vtNorm)) bReg = false ; // Riporto punti e normali nel sistema locale in cui // è immerso lo Zmap col suo sistema di riferimento. VecField[EdgeIndex].ptInt.ToGlob( m_MapFrame[0]) ; VecField[EdgeIndex].vtNorm.ToGlob( m_MapFrame[0]) ; } // Determino il numero di componenti connesse nel voxel 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 ; // Numero di feature nel voxel: al più vi è // una feature per componente connessa. int nFeatureInVoxel = 0 ; // 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'array (0-esimo) non viene inizializzato CompoVert[nVertCount] = VecField[TriangleTableEn[nIndex][1][nVertCount + nTableOffset + 1]] ; int nFeatureType ; // Valuto le relazioni reciproche fra le normali e // se i punti sono su un piano di griglia. Vector3d vtFeatureAxis ; bool bNormal = false ; // Indici dei punti ove le normali // formano il massimo angolo int nMin1, nMin2 ; // Se i campi sono regolari valuto le normali // per stabilire se eseguire ExtMC o MC, // altrimenti eseguo MC. if ( bReg) bNormal = TestOnNormal( CompoVert, nVertComp, nFeatureType, vtFeatureAxis, nMin1, nMin2) ; // Flag ExtMC bool bExtMC = bNormal ; // Extended MC if ( bExtMC) { // Passo al sistema di riferimento del baricentro Point3d ptGravityCenter( 0, 0, 0) ; for ( int ni = 0 ; ni < nVertComp ; ++ ni) ptGravityCenter = ptGravityCenter + CompoVert[ni].ptInt ; ptGravityCenter = ptGravityCenter / nVertComp ; Vector3d vtO = ptGravityCenter - ORIG ; Point3d ptTrasf[12] ; for ( int ni = 0 ; ni < nVertComp ; ++ ni) ptTrasf[ni] = CompoVert[ni].ptInt - vtO ; // Preparo le matrici per il sistema typedef Eigen::Matrix dSystemMatrix ; typedef Eigen::Matrix dSystemVector ; typedef Eigen::JacobiSVD DecomposerSVD ; dSystemMatrix dMatrixN, dMatrixU, dMatrixV ; dSystemVector dKnownVector, dUnknownVector, dSingularValue ; dMatrixN.resize( nVertComp, 3) ; dKnownVector.resize( nVertComp, 1) ; dUnknownVector.resize( 3, 1) ; // Studio del caso 4 punti su un piano int nEqual = 0 ; int nPosD ; Vector3d vtD, vtE ; if ( nVertComp == 4 && nFeatureType == 2) { int nPosEq ; for ( int ni = 0 ; ni < 2 ; ++ ni) { for ( int nj = ni + 1 ; nj < nVertComp ; ++ nj) { if ( AreSameVectorApprox( CompoVert[ni].vtNorm, CompoVert[nj].vtNorm)) { nEqual ++ ; nPosEq = ni ; } } if ( nEqual == 2) break ; else nEqual = 0 ; } if ( nEqual == 2) { for ( int ni = 0 ; ni < nVertComp ; ++ ni) if ( ! AreSameVectorApprox( CompoVert[ni].vtNorm, CompoVert[nPosEq].vtNorm)) { nPosD = ni ; vtD = CompoVert[ni].vtNorm ; vtE = CompoVert[nPosEq].vtNorm ; } } } double dDot = abs( ( CompoVert[1].ptInt - CompoVert[0].ptInt) * ( ( CompoVert[2].ptInt - CompoVert[1].ptInt) ^ ( CompoVert[3].ptInt - CompoVert[2].ptInt))) ; // Caso superficie piana if ( nVertComp == 4 && nEqual == 2 && dDot < EPS_SMALL) { for ( int ni = 0 ; ni < nVertComp ; ++ ni) { if ( ni != nPosD) { dMatrixN( ni, 0) = CompoVert[ni].vtNorm.x ; dMatrixN( ni, 1) = CompoVert[ni].vtNorm.y ; dMatrixN( ni, 2) = CompoVert[ni].vtNorm.z ; dKnownVector( ni) = CompoVert[ni].vtNorm * ( ptTrasf[ni] - ORIG) ; } else { dMatrixN( ni, 0) = vtE.x ; dMatrixN( ni, 1) = vtE.y ; dMatrixN( ni, 2) = vtE.z ; dKnownVector( ni) = vtE * ( ptTrasf[ni] - ORIG) ; } } } // Caso generale else { for ( int ni = 0 ; ni < nVertComp ; ++ ni) { dMatrixN( ni, 0) = CompoVert[ni].vtNorm.x ; dMatrixN( ni, 1) = CompoVert[ni].vtNorm.y ; dMatrixN( ni, 2) = CompoVert[ni].vtNorm.z ; dKnownVector( ni) = CompoVert[ni].vtNorm * ( ptTrasf[ni] - ORIG) ; } } DecomposerSVD svd( dMatrixN, Eigen::ComputeThinU | Eigen::ComputeThinV) ; dMatrixU = svd.matrixU() ; dMatrixV = svd.matrixV() ; dSingularValue = svd.singularValues() ; // Se la feature è un edge annullo // il valore singolare minore. if ( nFeatureType == Edge) dSingularValue( 2) = 0 ; // Back substitution: risolvo il sistema USV*x = b // Calcolo U^T b double vTemp[3] ; for ( int ni = 0 ; ni < 3 ; ++ ni) { double s = 0 ; if ( dSingularValue( ni) > 0) { for ( int nj = 0 ; nj < nVertComp ; ++ nj) s += dMatrixU( nj, ni) * dKnownVector( nj) ; s /= dSingularValue( ni) ; } vTemp[ni] = s ; } // Moltiplico per V for ( int ni = 0 ; ni < 3 ; ++ ni) { double s = 0 ; for ( int nj = 0 ; nj < 3 ; ++ nj) s += dMatrixV( ni, nj) * vTemp[nj] ; dUnknownVector( ni) = s ; } // Limito la feature entro una distanza di 3 // volte la diagonale del voxel dal baricentro. Vector3d vtFeature( dUnknownVector( 0), dUnknownVector( 1), dUnknownVector( 2)) ; double dDistFeature = vtFeature.Len() ; const double dMaxDist = sqrt( 3) * m_dStep ; // Flag sulla distanza del vertice dal // baricentro del sistema di punti bool bOutside = false ; if ( dDistFeature > dMaxDist) bOutside = true ; // Esprimo la soluzione nel sistema di riferimento dello z-map. Point3d ptSol( dUnknownVector( 0) + vtO.x, dUnknownVector( 1) + vtO.y, dUnknownVector( 2) + vtO.z) ; Triangle3d CurrentTriangle ; TRIA3DVECTOR triContainer ; // Flag sull'inversione delle normali bool bInvNormB = false ; // Questo controllo viene eseguito solo se // il vertice è distante dal baricentro // entro la soglia stabilita. if ( ! bOutside) { for ( int ni = 0 ; ni < nVertComp ; ++ ni) { int nj = ( ni + 1 < nVertComp) ? ni + 1 : 0 ; // Il triangolo è pronto CurrentTriangle.Set( ptSol, CompoVert[nj].ptInt, CompoVert[ni].ptInt) ; CurrentTriangle.Validate( true) ; // Aggiungo triangolo al vettore temporaneo triContainer.emplace_back( CurrentTriangle) ; // Controllo sull'inversione delle normali if ( ( CurrentTriangle.GetN() * CompoVert[nj].vtNorm < - 0.01 && CurrentTriangle.GetN() * CompoVert[ni].vtNorm < - 0.01) && ( ! bInvNormB)) { ptSol = ptGravityCenter ; bInvNormB = true ; triContainer.resize( 0) ; ni = -1 ; } } } // Questo flag esprime se il vertice è, entro la tolleranza, // interno o esterno al voxel a cui appartiene. bool bInsideVoxel = IsPointInsideVoxelApprox( i, j, k, ptSol) ; // Proprietà gemoetriche locali // del campo vettoriale: se vero // procediamo con un ulteriore // analisi per eliminare triangoli // invertiti. bool bLocProp = false ; if ( nVertComp == 4) { int nNegDotNum = 0 ; for ( int nLocIndI = 0 ; nLocIndI < 3 ; ++ nLocIndI) { for ( int nLocIndJ = nLocIndI + 1 ; nLocIndJ < 4 ; ++ nLocIndJ) { if ( CompoVert[nLocIndI].vtNorm * CompoVert[nLocIndJ].vtNorm < 0) { nNegDotNum ++ ; } } } if ( nNegDotNum == 3) bLocProp = true ; } // Se è necessario si effettua l'ulteriore analisi // Questo controllo si effettua se la feature non // esce dai limiti, non esce dal voxel e il primo // controllo sull'inversione delle normali ha dato // esito negativo. if ( nFeatureType == 2 && bLocProp && ! ( bOutside || bInsideVoxel || bInvNormB)) { if ( abs( nMin1 - nMin2) == 1 || abs( nMin1 - nMin2) == 3) { int nSum = nMin1 + nMin2 ; int nTriNum = ( nSum == 3 && ( nMin1 == 3 || nMin2 == 3) ? max( nMin1, nMin2) : min( nMin1, nMin2)) ; double dDot1 = triContainer[nTriNum].GetN() * CompoVert[nMin1].vtNorm ; double dDot2 = triContainer[nTriNum].GetN() * CompoVert[nMin2].vtNorm ; if ( ( dDot1 < - 0.2 && dDot2 > - EPS_ZERO) || ( dDot2 < - 0.2 && dDot1 > - EPS_ZERO)) { int nNm = dDot1 < - 0.2 ? nMin1 : nMin2 ; int nNp = dDot1 < - 0.2 ? nMin2 : nMin1 ; Vector3d vtVV = CompoVert[nNp].ptInt - CompoVert[nNm].ptInt ; Point3d ptSolZmFrame = ptSol ; double dLenVV = vtVV.Len() ; ptSolZmFrame.ToLoc( m_MapFrame[0]) ; if ( ! IsPointInsideVoxel( i, j, k, ptSol)) { Vector3d vtVS = ptSol - CompoVert[nNm].ptInt ; vtVV.Normalize() ; Vector3d vtVSNew = ( vtVS * vtVV) * vtVV ; ptSol = CompoVert[nNm].ptInt + vtVSNew ; double dLNm = ( ptSol - CompoVert[nNm].ptInt).Len() ; double dLNp = ( ptSol - CompoVert[nNp].ptInt).Len() ; if ( dLNm > dLenVV || dLNp > dLenVV) { ptSol = dLNm < dLNp ? CompoVert[nNm].ptInt : CompoVert[nNp].ptInt ; } triContainer.resize( 0) ; for ( int nc = 0 ; nc < nVertComp ; ++ nc) { int nd = ( nc + 1 < nVertComp) ? nc + 1 : 0 ; // Il triangolo è pronto CurrentTriangle.Set( ptSol, CompoVert[nd].ptInt, CompoVert[nc].ptInt) ; CurrentTriangle.Validate( true) ; // Aggiungo triangolo al vettore temporaneo triContainer.emplace_back( CurrentTriangle) ; } } } } else { int nPrev1 = nMin1 == 0 ? 3 : nMin1 - 1 ; int nPrev2 = nMin2 == 0 ? 3 : nMin2 - 1 ; int nNext1 = nMin1 == 3 ? 0 : nMin1 + 1 ; int nNext2 = nMin2 == 3 ? 0 : nMin2 + 1 ; int nNeighbourIndex ; int nStartIndex ; if ( CompoVert[nPrev1].vtNorm * CompoVert[nMin1].vtNorm > 0) { bool bTestOnVert = abs( nPrev1 - nMin2) == 0 || abs( nPrev1 - nMin2) == 3 ; nNeighbourIndex = bTestOnVert ? nPrev1 : nNext1 ; nStartIndex = nMin2 ; } else { bool bTestOnVert = abs( nPrev2 - nMin1) == 0 || abs( nPrev2 - nMin1) == 3 ; nNeighbourIndex = bTestOnVert ? nPrev2 : nNext2 ; nStartIndex = nMin1 ; } Vector3d vtVV = CompoVert[nNeighbourIndex].ptInt - CompoVert[nStartIndex].ptInt ; double dVVLen = vtVV.Len() ; vtVV.Normalize() ; Vector3d vtVF = ptSol - CompoVert[nStartIndex].ptInt ; Vector3d vtNewVF = ( vtVF * vtVV) * vtVV ; double dNewVFLen = vtNewVF.Len() ; if ( dNewVFLen > dVVLen) { ptSol = CompoVert[nNeighbourIndex].ptInt ; } else { ptSol = CompoVert[nStartIndex].ptInt + vtNewVF ; } triContainer.resize( 0) ; for ( int nc = 0 ; nc < nVertComp ; ++ nc) { int nd = ( nc + 1 < nVertComp) ? nc + 1 : 0 ; // Il triangolo è pronto CurrentTriangle.Set( ptSol, CompoVert[nd].ptInt, CompoVert[nc].ptInt) ; CurrentTriangle.Validate( true) ; // Aggiungo triangolo al vettore temporaneo triContainer.emplace_back( CurrentTriangle) ; } } } // Valuto normali: questo è ancora un controllo // sulle normali, se risultano in tutti i punti // approssimativamente uguali passiamo alla // routine standard int nContSize = int( triContainer.size()) ; bool bPlane = true ; for ( int ni = 0 ; ni < nContSize - 1 ; ++ ni) { for ( int nj = ni + 1 ; nj < nContSize ; ++ nj) { Vector3d vtI = triContainer[ni].GetN() ; Vector3d vtJ = triContainer[nj].GetN() ; if ( ! AreSameVectorApprox( vtI, vtJ)) { bPlane = false ; break ; } } if ( ! bPlane) break ; } // Se la feaure non è fuori dai limiti // e i triangoli formano una superficie // non piana confermo ExtMC if ( ! ( bOutside || bPlane)) { // Aggiorno il numero di feature. ++ nFeatureInVoxel ; // Se siamo in presenza della prima feature del // voxel, ridimensiono il vettore che contiene // la struttura dati del voxel. if ( nFeatureInVoxel == 1) { triHold.resize( triHold.size() + 1) ; // Questi dati dipendono solo dal voxel, // quindi sono validi per tutte le // componenti che vi appartengono. int nCurrent = int( triHold.size()) - 1 ; triHold[nCurrent].i = i ; triHold[nCurrent].j = j ; triHold[nCurrent].k = k ; } // Indice che identifica la posizione del voxel // nel vector. int nCurrent = int( triHold.size()) - 1 ; // Aggiungo vertice della componente // connessa alla lista dei vertici. triHold[nCurrent].ptCompoVert.emplace_back( ptSol) ; int nOldFeatureNum = int( triHold[nCurrent].vCompoTria.size()) ; int nNewFeatureNum = nOldFeatureNum + 1 ; // Aggiungo una componente per il vettore // dei triangoli della componente connessa. triHold[nCurrent].vCompoTria.resize( nNewFeatureNum) ; for ( int ni = 0 ; ni < nContSize ; ++ ni) { // Se l'area è non nulla aggiungo il triangolo if ( triContainer[ni].GetArea() > EPS_SMALL) { triHold[nCurrent].vCompoTria[nOldFeatureNum].emplace_back( triContainer[ni]) ; } } } // ExtMC non confermato, si passa a 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) ; // Se il triangolo non è degenere lo aggiungo alla lista if ( CurrentTriangle.GetArea() > EPS_SMALL) lstTria.emplace_back( CurrentTriangle) ; } } } // 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) ; // Se il triangolo non è degenere lo aggiungo alla lista if ( CurrentTriangle.GetArea() > EPS_SMALL) lstTria.emplace_back( CurrentTriangle) ; } } nTableOffset += nVertComp ; } } } } return true ; } //---------------------------------------------------------------------------- bool VolZmap::FlipEdges( std::vector& VecTriHold) const { double dSqEps = EPS_SMALL * EPS_SMALL ; // Ciclo sui blocchi for ( size_t t1 = 0 ; t1 < m_nNumBlock ; ++ t1) { // Determino i,j,k del primo blocco int nIJK1[3] ; GetBlockIJK( int( t1), nIJK1) ; for ( size_t t2 = t1 ; t2 < m_nNumBlock ; ++ t2) { // Determino i,j,k del secondo blocco int nIJK2[3] ; GetBlockIJK( int( t2), nIJK2) ; // Se i blocchi sono adiacenti o coincidenti proseguo if ( ( nIJK2[0] >= nIJK1[0] - 1 && nIJK2[0] <= nIJK1[0] + 1) || ( nIJK2[1] >= nIJK1[1] - 1 && nIJK2[1] <= nIJK1[1] + 1) || ( nIJK2[2] >= nIJK1[2] - 1 && nIJK2[2] <= nIJK1[2] + 1)) { // Numero di voxel in cui si presentano sharp feature int nVoxelNum1 = int( VecTriHold[t1].size()) ; int nVoxelNum2 = int( VecTriHold[t2].size()) ; // Determino estremi del ciclo sui voxel esterno int nSt1 = 0 ; int nEn1 = nVoxelNum1 - ( t1 == t2 ? 1 : 0) ; // Ciclo su tali voxel for ( int n1 = nSt1 ; n1 < nEn1 ; ++ n1) { // Determino estremi del ciclo sui voxel interno int nSt2 = ( t1 == t2 ? nSt1 : 0) ; int nEn2 = nVoxelNum2 ; for ( int n2 = n1 ; n2 < nVoxelNum2 ; ++ n2) { // Se i voxel sono adiacenti proseguo if ( VecTriHold[t2][n2].i == VecTriHold[t1][n1].i - 1 || VecTriHold[t2][n2].i == VecTriHold[t1][n1].i + 1 || VecTriHold[t2][n2].j == VecTriHold[t1][n1].j - 1 || VecTriHold[t2][n2].j == VecTriHold[t1][n1].j + 1 || VecTriHold[t2][n2].k == VecTriHold[t1][n1].k - 1 || VecTriHold[t2][n2].k == VecTriHold[t1][n1].k + 1) { // Numero delle componenti connesse nei due voxel int nNumCompo1 = int( VecTriHold[t1][n1].ptCompoVert.size()) ; int nNumCompo2 = int( VecTriHold[t2][n2].ptCompoVert.size()) ; int nCompo1 = 0 ; // Ciclo sulle componenti for ( ; nCompo1 < nNumCompo1 ; ++ nCompo1) { int nCompo2 = ( t1 == t2 && n1 == n2 ? nCompo1 + 1 : 0) ; for ( ; nCompo2 < nNumCompo2 ; ++ nCompo2) { // Numero di triangoli per le componenti connesse int nTriNum1 = int( VecTriHold[t1][n1].vCompoTria[nCompo1].size()) ; int nTriNum2 = int( VecTriHold[t2][n2].vCompoTria[nCompo2].size()) ; for ( int nTri1 = 0 ; nTri1 < nTriNum1 ; ++ nTri1) { bool bModified = false ; for ( int nTri2 = 0 ; nTri2 < nTriNum2 ; ++ nTri2) { INTVECTOR SharedIndex ; for ( int nVert1 = 0 ; nVert1 < 3 ; ++ nVert1) { for ( int nVert2 = 0 ; nVert2 < 3 ; ++ nVert2) { Point3d ptP1 = VecTriHold[t1][n1].vCompoTria[nCompo1][nTri1].GetP( nVert1) ; Point3d ptP2 = VecTriHold[t2][n2].vCompoTria[nCompo2][nTri2].GetP( nVert2) ; if ( SqDist( ptP1, ptP2) < dSqEps) { Point3d ptVert1 = VecTriHold[t1][n1].ptCompoVert[nCompo1] ; Point3d ptVert2 = VecTriHold[t2][n2].ptCompoVert[nCompo2] ; if ( ! ( AreSamePointApprox( ptP1, ptVert1) || AreSamePointApprox( ptP2, ptVert2))) { SharedIndex.emplace_back( nVert1) ; SharedIndex.emplace_back( nVert2) ; } } if ( SharedIndex.size() > 2) break ; } if ( SharedIndex.size() > 2) break ; } // Si deve operare la modifica dei triangoli if ( SharedIndex.size() > 2) { int nProd = ( SharedIndex[2] - SharedIndex[0]) * ( SharedIndex[3] - SharedIndex[1]) ; // --- if ( nProd != 1 && nProd != - 2 && nProd != 4) { VecTriHold[t1][n1].vCompoTria[nCompo1][nTri1].SetP( SharedIndex[0], VecTriHold[t2][n2].ptCompoVert[nCompo2]) ; VecTriHold[t2][n2].vCompoTria[nCompo2][nTri2].SetP( SharedIndex[3], VecTriHold[t1][n1].ptCompoVert[nCompo1]) ; VecTriHold[t1][n1].vCompoTria[nCompo1][nTri1].Validate( true) ; VecTriHold[t2][n2].vCompoTria[nCompo2][nTri2].Validate( true) ; bModified = true ; break ; } } } if ( bModified) break ; } } } } } } } } } 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 dEps = 2 * EPS_SMALL ; 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 - dEps && dZ[nGrid] < m_Values[nGrid][nPos][nIndex + 1].dZVal + dEps) { ++ 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[], bool bFirstCorner, Point3d& ptInt, Vector3d& vtNormal) const { double dEps = 2 * EPS_SMALL ; bool bFound = false ; 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 ; size_t nDexel = nVec1[2] * m_nNx[1] + nVec1[1] ; size_t nSize = m_Values[1][nDexel].size() ; if ( bFirstCorner) { size_t n = nSize - 1 ; double dX = m_Values[1][nDexel][n].dZVal ; while ( n > 0 && dX > dMinX - dEps) { if ( dX < dMaxX + dEps) { ptInt.x = dX ; vtNormal = m_Values[1][nDexel][n].vtN ; bFound = true ; break ; } if ( n == 1) break ; n -= 2 ; dX = m_Values[1][nDexel][n].dZVal ; } } else { size_t n = 0 ; double dX = m_Values[1][nDexel][0].dZVal ; while ( n <= nSize - 2 && dX < dMaxX + dEps) { if ( dX > dMinX - dEps) { ptInt.x = dX ; vtNormal = m_Values[1][nDexel][n].vtN ; bFound = true ; break ; } if ( n == nSize - 2) break ; n += 2 ; dX = m_Values[1][nDexel][n].dZVal ; } } if ( ! bFound) ptInt.x = 0.5 * ( dMinX + dMaxX) ; } 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 ; size_t nDexel = nVec1[0] * m_nNx[2] + nVec1[2] ; size_t nSize = m_Values[2][nDexel].size() ; if ( bFirstCorner) { size_t n = nSize - 1 ; double dY = m_Values[2][nDexel][n].dZVal ; while ( n > 0 && dY > dMinY - dEps) { if ( dY < dMaxY + dEps) { ptInt.y = dY ; vtNormal = m_Values[2][nDexel][n].vtN ; bFound = true ; break ; } if ( n == 1) break ; n -= 2 ; dY = m_Values[2][nDexel][n].dZVal ; } } else { size_t n = 0 ; double dY = m_Values[2][nDexel][0].dZVal ; while ( n <= nSize - 2 && dY < dMaxY + dEps) { if ( dY > dMinY - dEps) { ptInt.y = dY ; vtNormal = m_Values[2][nDexel][n].vtN ; bFound = true ; break ; } if ( n == nSize - 2) break ; n += 2 ; dY = m_Values[2][nDexel][n].dZVal ; } } if ( ! bFound) ptInt.y = 0.5 * ( dMinY + dMaxY) ; } 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 ; size_t nDexel = nVec1[1] * m_nNx[0] + nVec1[0] ; size_t nSize = m_Values[0][nDexel].size() ; if ( bFirstCorner) { size_t n = nSize - 1 ; double dZ = m_Values[0][nDexel][n].dZVal ; while ( n > 0 && dZ > dMinZ - dEps) { if ( dZ < dMaxZ + dEps) { ptInt.z = dZ ; vtNormal = m_Values[0][nDexel][n].vtN ; bFound = true ; break ; } if ( n == 1) break ; n -= 2 ; dZ = m_Values[0][nDexel][n].dZVal ; } } else { size_t n = 0 ; double dZ = m_Values[0][nDexel][0].dZVal ; while ( n <= nSize - 2 && dZ < dMaxZ + dEps) { if ( dZ > dMinZ - dEps) { ptInt.z = dZ ; vtNormal = m_Values[0][nDexel][n].vtN ; bFound = true ; break ; } if ( n == nSize - 2) break ; n += 2 ; dZ = m_Values[0][nDexel][n].dZVal ; } } if ( ! bFound) ptInt.z = 0.5 * ( dMinZ + dMaxZ) ; } return bFound ; } //---------------------------------------------------------------------------- bool VolZmap::GetBlockIJK( int nBlock, int nIJK[]) const { // Controllo sulla validità del blocco if ( nBlock < 0 || nBlock >= int( m_nNumBlock)) return false ; // Calcolo posizione del blocco nel reticolo nIJK[0] = ( nBlock % int( m_nFracLin[0] * m_nFracLin[1])) % int( m_nFracLin[0]) ; nIJK[1] = ( nBlock % int( m_nFracLin[0] * m_nFracLin[1])) / int( m_nFracLin[0]) ; nIJK[2] = ( nBlock / int( m_nFracLin[0] * m_nFracLin[1])) ; return true ; } //---------------------------------------------------------------------------- bool VolZmap::GetBlockLimitsIJK( const int nIJK[], int nLimits[]) const { // Controllo sulla validità degli indici i, j, k del blocco if ( nIJK[0] < 0 || nIJK[0] >= int( m_nFracLin[0]) || nIJK[1] < 0 || nIJK[1] >= int( m_nFracLin[1]) || nIJK[2] < 0 || nIJK[2] >= int( m_nFracLin[2])) return false ; // Calcolo limiti per l'indice i nLimits[0] = ( nIJK[0] == 0 ? - 1 : nIJK[0] * int( m_nDexNumPBlock)) ; nLimits[1] = ( nIJK[0] + 1 == int( m_nFracLin[0]) ? int( m_nNx[0]) : ( nIJK[0] + 1) * int( m_nDexNumPBlock)) ; // Calcolo limiti per l'indice j nLimits[2] =( nIJK[1] == 0 ? - 1 : nIJK[1] * int( m_nDexNumPBlock)) ; nLimits[3] = ( nIJK[1] + 1 == int( m_nFracLin[1]) ? int( m_nNy[0]) : ( nIJK[1] + 1) * int( m_nDexNumPBlock)) ; // Calcolo limiti per l'indice k nLimits[4] = ( nIJK[2] == 0 ? - 1 : nIJK[2] * int( m_nDexNumPBlock)) ; nLimits[5] = ( nIJK[2] + 1 == int( m_nFracLin[2]) ? int( m_nNy[1]) : ( nIJK[2] + 1) * int( m_nDexNumPBlock)) ; return true ; } //---------------------------------------------------------------------------- bool VolZmap::IsPointInsideVoxel( int nI, int nJ, int nK, const Point3d& ptP) const { // Controllo sull'ammissibilità del voxel if ( nI < - 1 || nI >= int( m_nNx[0]) || nJ < - 1 || nJ >= int( m_nNy[0]) || nK < - 1 || nK >= int( m_nNy[1])) return false ; int nPointI = int( floor( ( ptP.x - 0.5 * m_dStep) / m_dStep)) ; int nPointJ = int( floor( ( ptP.y - 0.5 * m_dStep) / m_dStep)) ; int nPointK = int( floor( ( ptP.z - 0.5 * m_dStep) / m_dStep)) ; return ( nPointI == nI && nPointJ == nJ && nPointK == nK) ; } //---------------------------------------------------------------------------- bool VolZmap::IsPointInsideVoxelApprox( int nI, int nJ, int nK, const Point3d& ptP) const { // Controllo sull'ammissibilità del voxel if ( nI < - 1 || nI >= int( m_nNx[0]) || nJ < - 1 || nJ >= int( m_nNy[0]) || nK < - 1 || nK >= int( m_nNy[1])) return false ; Point3d ptPZmap = ptP ; ptPZmap.ToLoc( m_MapFrame[0]) ; bool bI = ptPZmap.x > ( nI + 0.5) * m_dStep - EPS_SMALL && ptPZmap.x < ( nI + 1.5) * m_dStep + EPS_SMALL ; bool bJ = ptPZmap.y > ( nJ + 0.5) * m_dStep - EPS_SMALL && ptPZmap.y < ( nJ + 1.5) * m_dStep + EPS_SMALL ; bool bK = ptPZmap.z > ( nK + 0.5) * m_dStep - EPS_SMALL && ptPZmap.z < ( nK + 1.5) * m_dStep + EPS_SMALL ; return ( bI && bJ && bK) ; } //---------------------------------------------------------------------------- bool VolZmap::GetPointVoxel( Point3d& ptP, int& nVoxI, int& nVoxJ, int& nVoxK) const { nVoxI = int( floor( ( ptP.x - 0.5 * m_dStep) / m_dStep)) ; nVoxJ = int( floor( ( ptP.y - 0.5 * m_dStep) / m_dStep)) ; nVoxK = int( floor( ( ptP.z - 0.5 * m_dStep) / m_dStep)) ; return ( nVoxI >= -1 && nVoxI < int( m_nNx[0])) && ( nVoxJ >= -1 && nVoxJ < int( m_nNy[0])) && ( nVoxK >= -1 && nVoxK < int( m_nNy[1])) ; }