76d94d6194
- modifiche a Zmap - aggiunto clamp a ratio di font - migliorata ricerca nomi con *.
2800 lines
116 KiB
C++
2800 lines
116 KiB
C++
//----------------------------------------------------------------------------
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// EgalTech 2015-2016
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//----------------------------------------------------------------------------
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// File : VolZmap.cpp Data : 22.01.15 Versione : 1.6a4
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// Contenuto : Implementazione della classe Volume Zmap (tre griglie)
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//
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//
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//
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// Modifiche : 22.01.15 DS Creazione modulo.
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//
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//
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//----------------------------------------------------------------------------
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//--------------------------- Include ----------------------------------------
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#include "stdafx.h"
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#include "CurveLine.h"
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#include "VolZmap.h"
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#include "GeoConst.h"
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#include "IntersLineSurfTm.h"
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#include "MC_Tables.h"
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#include "/EgtDev/Include/EGkIntervals.h"
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#include "/EgtDev/Include/EgtNumUtils.h"
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#include "/EgtDev/Include/EGkStringUtils3d.h"
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#include "/EgtDev/Extern/Eigen\Core"
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#include "/EgtDev/Extern/Eigen\SVD"
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using namespace std ;
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// ------------------------- STRUTTURA VERTICE TRIANGOLO - NORMALE ALLA SUPERFICIE ------------------------------------------------
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struct VectorField {
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Point3d ptInt ;
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Vector3d vtNorm ;
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} ;
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// ------------------------- TABELLA BLOCCHI ADIACENTI ----------------------------------------------------------------------------
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static int NeighbourTable[8][4] = {
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{0, -1, -1, -1},
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{1, 1, -1, -1},
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{1, 1, 2, -1},
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{2, 1, 2, -1},
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{1, 3, -1, -1},
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{2, 1, 3, -1},
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{2, 2, 3, -1},
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{3, 1, 2, 3}
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} ;
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// ------------------------- FUNZIONE TEST SULLE NORMALI --------------------------------------------------------------------------
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enum FatureType { NO_FEATURE = 0, CORNER = 1, EDGE = 2} ;
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//----------------------------------------------------------------------------
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int
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TestOnNormal( const VectorField CompoVert[], int nCompoElem)
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{
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// Cerco la massima deviazione tra le normali nei punti della parte connessa
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int nI, nJ ;
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double dMinCosTheta = 2 ;
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for ( int i = 0 ; i < nCompoElem ; ++ i) {
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for ( int j = i + 1 ; j < nCompoElem ; ++ j) {
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double dCurrCos = CompoVert[i].vtNorm * CompoVert[j].vtNorm ;
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if ( dCurrCos < dMinCosTheta) {
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dMinCosTheta = dCurrCos ;
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nI = i ;
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nJ = j ;
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}
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}
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}
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// Se la massima deviazione non supera il limite non è feature
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const double SHARP_COS = 0.9 ; // 0.8 ;
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if ( dMinCosTheta >= SHARP_COS)
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return NO_FEATURE ;
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// Verifico se Edge o Corner
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// direzione perpendicolare alle normali con massima differenza (potenziale edge)
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Vector3d vtK = CompoVert[nI].vtNorm ^ CompoVert[nJ].vtNorm ;
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// cerco normale con massima vicinanza al potenziale edge
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double dMaxAbsCos = 0 ;
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for ( int i = 0 ; i < nCompoElem ; ++ i) {
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double dAbsCurrentCos = abs( CompoVert[i].vtNorm * vtK) ;
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if ( dAbsCurrentCos > dMaxAbsCos)
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dMaxAbsCos = dAbsCurrentCos ;
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}
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// se esiste normale diretta quasi come potenziale edge, allora corner
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const double CORNER_COS = 0.7 ; // 0.7 ; // 0.5 ;
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if ( dMaxAbsCos > CORNER_COS)
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return CORNER ;
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else
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return EDGE ;
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}
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//----------------------------------------------------------------------------
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bool
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DotTest( const VectorField CompoVert[], int nCompoElem, Vector3d& vtAvg, double dThreshold = 0)
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{
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// Cerco la massima deviazione tra le normali nei punti della parte connessa
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double dMinCosTheta = 2 ;
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for ( int i = 0 ; i < nCompoElem ; ++ i) {
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for ( int j = i + 1 ; j < nCompoElem ; ++ j) {
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double dCurrCos = CompoVert[i].vtNorm * CompoVert[j].vtNorm ;
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if ( dCurrCos < dMinCosTheta) {
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dMinCosTheta = dCurrCos ;
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}
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}
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}
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// se normali sparpagliate oltre limite
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if ( dMinCosTheta < dThreshold)
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return false ;
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// determino media delle normali
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vtAvg = V_NULL ;
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for ( int i = 0 ; i < nCompoElem ; ++ i)
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vtAvg += CompoVert[i].vtNorm ;
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vtAvg /= nCompoElem ;
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return true ;
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}
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// ------------------------- VISUALIZZAZIONE --------------------------------------------------------------------------------------
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//----------------------------------------------------------------------------
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bool
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VolZmap::GetDexelLines( int nDir, int nPos1, int nPos2, POLYLINELIST& lstPL) const
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{
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// Se richiesti spilloni ( 0 <= nDir < 3)
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if ( nDir < 3) {
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// Controllo l'ammissibilità della griglia
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if ( nDir < 0 || nDir > 2)
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return false ;
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// Verifiche sugli indici
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if ( nPos1 < 0 || nPos1 >= int( m_nNx[nDir]) || nPos2 < 0 || nPos2 >= int( m_nNy[nDir]))
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return false ;
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int nPos = nPos1 + nPos2 * m_nNx[nDir] ;
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if ( nPos < 0 || nPos >= int( m_Values[nDir].size()))
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return false ;
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// Calcolo coordinate punto
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double dX = m_dStep * ( 0.5 + nPos1) ;
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double dY = m_dStep * ( 0.5 + nPos2) ;
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// Determino il punto di partenza sulla griglia
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Point3d ptP = m_MapFrame[nDir].Orig() + dX * m_MapFrame[nDir].VersX() + dY * m_MapFrame[nDir].VersY() ;
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// Creo le polilinee
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for ( int j = 0 ; j < int( m_Values[nDir][nPos].size()) ; j += 1) {
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// aggiungo polilinea a lista
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lstPL.emplace_back() ;
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// inserisco punti estremi
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lstPL.back().AddUPoint( 0, ptP + m_Values[nDir][nPos][j].dMin * m_MapFrame[nDir].VersZ()) ;
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lstPL.back().AddUPoint( 1, ptP + m_Values[nDir][nPos][j].dMax * m_MapFrame[nDir].VersZ()) ;
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}
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return true ;
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}
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// altrimenti richieste normali ( 3 <= nDir < 6)
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else {
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// riporto a indice griglia
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nDir -= 3 ;
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// Controllo l'ammissibilità della griglia
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if ( nDir < 0 || nDir > 2)
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return false ;
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// Verifiche sugli indici
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if ( nPos1 < 0 || nPos1 >= int( m_nNx[nDir]) || nPos2 < 0 || nPos2 >= int( m_nNy[nDir]))
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return false ;
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int nPos = nPos1 + nPos2 * m_nNx[nDir] ;
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if ( nPos < 0 || nPos >= int( m_Values[nDir].size()))
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return false ;
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// Calcolo coordinate punto
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double dX = m_dStep * ( 0.5 + nPos1) ;
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double dY = m_dStep * ( 0.5 + nPos2) ;
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// Determino il punto di partenza sulla griglia
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Point3d ptP = m_MapFrame[nDir].Orig() + dX * m_MapFrame[nDir].VersX() + dY * m_MapFrame[nDir].VersY() ;
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// Creo le polilinee
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for ( int j = 0 ; j < int( m_Values[nDir][nPos].size()) ; j += 1) {
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// aggiungo polilinea a lista
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lstPL.emplace_back() ;
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// calcolo e inserisco punto inizio spillone
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Point3d ptQ = ptP + m_Values[nDir][nPos][j].dMin * m_MapFrame[nDir].VersZ() ;
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lstPL.back().AddUPoint( 0, ptQ) ;
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// calcolo e inserisco punto su termine sua normale
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Vector3d vtV = m_Values[nDir][nPos][j].vtMinN ;
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vtV.ToGlob( m_MapFrame[0]) ;
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lstPL.back().AddUPoint( 1, ptQ + vtV * m_dStep / 4) ;
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// aggiungo polilinea a lista
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lstPL.emplace_back() ;
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// calcolo e inserisco punto fine spillone
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Point3d ptR = ptP + m_Values[nDir][nPos][j].dMax * m_MapFrame[nDir].VersZ() ;
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lstPL.back().AddUPoint( 0, ptR) ;
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// calcolo e inserisco punto su termine sua normale
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Vector3d vtW = m_Values[nDir][nPos][j].vtMaxN ;
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vtW.ToGlob( m_MapFrame[0]) ;
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lstPL.back().AddUPoint( 1, ptR + vtW * m_dStep / 4) ;
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}
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return true ;
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}
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}
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//----------------------------------------------------------------------------
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bool
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VolZmap::GetAllTriangles( TRIA3DLIST& lstTria) const
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{
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INTVECTOR nModifiedBlocks ;
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TRIA3DLISTVECTOR vLstTria ;
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if ( ! GetTriangles( true, nModifiedBlocks, vLstTria))
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return false ;
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lstTria.clear() ;
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for ( size_t i = 0 ; i < vLstTria.size() ; ++ i) {
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lstTria.splice( lstTria.end(), vLstTria[i]) ;
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}
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return true ;
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}
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//----------------------------------------------------------------------------
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bool
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VolZmap::GetTriangles( bool bAllBlocks, INTVECTOR& nModifiedBlocks, TRIA3DLISTVECTOR& vLstTria) const
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{
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// Se nessun blocco modificato, è richiesta esterna e li considero tutti modificati
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bool bSomeModif = false ;
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for ( size_t i = 0 ; i < m_nNumBlock ; ++ i) {
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if ( m_BlockToUpdate[i]) {
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bSomeModif = true ;
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break ;
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}
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}
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if ( ! bSomeModif)
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bAllBlocks = true ;
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// Caso di singola mappa
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if ( m_nMapNum == 1) {
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const int MAX_DIM_CHUNK = 128 ;
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nModifiedBlocks.resize( m_nNumBlock) ;
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vLstTria.reserve( m_nNumBlock) ;
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// Ciclo sui blocchi
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for ( size_t t = 0 ; t < m_nNumBlock ; ++ t) {
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// Se il blocco deve essere aggiornato, eseguo
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if ( bAllBlocks || m_BlockToUpdate[t]) {
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// preparo lista
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vLstTria.emplace_back() ;
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nModifiedBlocks[t] = int( vLstTria.size()) - 1 ;
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// Calcolo posizione del blocco nella griglia
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int nIBlock = int( t) % int( m_nFracLin[0]) ;
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int nJBlock = int( t) / int( m_nFracLin[0]) ;
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// Calcolo limiti per l'indice i
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int nStartI = nIBlock * int( m_nDexNumPBlock) ;
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int nEndI = ( nIBlock + 1 == int( m_nFracLin[0]) ?
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int( m_nNx[0]) : ( nIBlock + 1) * int( m_nDexNumPBlock)) ;
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// Calcolo limiti per l'indice j
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int nStartJ = nJBlock * int( m_nDexNumPBlock) ;
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int nEndJ = ( nJBlock + 1 == int( m_nFracLin[1]) ?
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int( m_nNy[0]) : ( nJBlock + 1) * int( m_nDexNumPBlock)) ;
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// Ciclo su i e j
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for ( int i = nStartI ; i < nEndI ; i += MAX_DIM_CHUNK) {
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int nDimChunkX = min( MAX_DIM_CHUNK, nEndI - i) ;
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for ( int j = nStartJ ; j < nEndJ ; j += MAX_DIM_CHUNK) {
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int nDimChunkY = min( MAX_DIM_CHUNK, nEndJ - j) ;
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GetChunkPrisms( i, j, nDimChunkX, nDimChunkY, MAX_DIM_CHUNK, vLstTria.back()) ;
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}
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}
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m_BlockToUpdate[t] = false ;
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}
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else
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nModifiedBlocks[t] = -1 ;
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}
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}
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// Caso con tre mappe
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else {
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nModifiedBlocks.resize( m_nNumBlock + 1) ;
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vLstTria.reserve( m_nNumBlock + 1) ;
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TriaMatrix VecTriHold ;
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VecTriHold.resize( m_nNumBlock) ;
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bool bCalcInterBlock = false ;
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// Calcolo i triangoli sui blocchi
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for ( size_t t = 0 ; t < m_nNumBlock ; ++ t) {
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// Se il blocco deve essere processato
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if ( bAllBlocks || m_BlockToUpdate[t]) {
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// processo ...
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vLstTria.emplace_back() ;
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nModifiedBlocks[t] = int( vLstTria.size()) - 1 ;
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m_InterBlockTria[t].clear() ;
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#if 1
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ExtMarchingCubes( int( t), vLstTria.back(), VecTriHold[t]) ;
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// Flipping fra voxel interni
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FlipEdgesII( VecTriHold[t]) ;
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bCalcInterBlock = true ;
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#else
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MarchingCubes( int( t), vLstTria.back()) ;
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#endif
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m_BlockToUpdate[t] = false ;
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}
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else
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nModifiedBlocks[t] = -1 ;
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}
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// Calcolo i triangoli di frontiera tra feature di blocchi diversi
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// copio i triangoli di frontiera in una matrice gemella
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// di m_InterBlockTria per avere sempre a disposizione
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// i triangoli non flippati.
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TriaMatrix InterBlockTria ;
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if ( bCalcInterBlock) {
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InterBlockTria = m_InterBlockTria ;
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FlipEdgesBB( InterBlockTria) ;
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}
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// Inserisco in lista i triangoli di feature derivanti dai blocchi
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for ( size_t t = 0 ; t < m_nNumBlock ; ++ t) {
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if ( nModifiedBlocks[t] >= 0) {
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// ciclo sui voxel del blocco
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for ( size_t t1 = 0 ; t1 < VecTriHold[t].size() ; ++ t1) {
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// ciclo sulle componenti connesse del voxel
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for ( size_t t2 = 0 ; t2 < VecTriHold[t][t1].vCompoTria.size() ; ++ t2) {
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// ciclo sui triangoli delle componenti connesse
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for ( size_t t3 = 0 ; t3 < VecTriHold[t][t1].vCompoTria[t2].size() ; ++ t3) {
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// aggiungo triangolo alla lista
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vLstTria[nModifiedBlocks[t]].emplace_back( VecTriHold[t][t1].vCompoTria[t2][t3]) ;
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}
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}
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}
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}
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}
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// Inserisco in lista i triangoli di frontiera tra feature di blocchi diversi
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if ( bCalcInterBlock) {
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vLstTria.resize( vLstTria.size() + 1) ;
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size_t nPos = size_t( vLstTria.size() - 1) ;
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for ( size_t t = 0 ; t < m_InterBlockTria.size() ; ++ t) {
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for ( size_t t1 = 0 ; t1 < m_InterBlockTria[t].size() ; ++ t1) {
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for ( size_t t2 = 0 ; t2 < m_InterBlockTria[t][t1].vCompoTria.size() ; ++ t2) {
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for ( size_t t3 = 0 ; t3 < m_InterBlockTria[t][t1].vCompoTria[t2].size() ; ++ t3) {
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if ( m_InterBlockTria[t][t1].vCompoTria[t2][t3].GetArea() > EPS_SMALL * EPS_SMALL) {
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vLstTria[nPos].emplace_back( InterBlockTria[t][t1].vCompoTria[t2][t3]) ;
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}
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}
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}
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}
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}
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nModifiedBlocks.back() = int( nPos) ;
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}
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else
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nModifiedBlocks.back() = - 1 ;
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}
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return true ;
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}
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//----------------------------------------------------------------------------
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int
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VolZmap::GetBlockCount( void) const
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{
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return m_nNumBlock + ( m_nMapNum == 1 ? 0 : 1) ;
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}
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//----------------------------------------------------------------------------
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bool
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VolZmap::GetChunkPrisms( int nPos1, int nPos2, int nDim1, int nDim2, int nDimChk, TRIA3DLIST& lstTria) const
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{
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// determino se è un semplice parallelepipedo
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bool bIsSimple = true ;
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double dBotZ ;
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double dTopZ ;
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for ( int i = 0 ; i < nDim1 && bIsSimple ; ++ i) {
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for ( int j = 0 ; j < nDim2 && bIsSimple ; ++ j) {
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int nPos = ( nPos1 + i) + ( nPos2 + j) * m_nNx[0] ;
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if ( nPos > int( m_nDim[0]) ||
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int( m_Values[0][nPos].size()) != 1)
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bIsSimple = false ;
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else if ( i == 0 && j == 0) {
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dBotZ = m_Values[0][nPos][0].dMin ;
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dTopZ = m_Values[0][nPos][0].dMax ;
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}
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else if ( abs( m_Values[0][nPos][0].dMin - dBotZ) > EPS_SMALL ||
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abs( m_Values[0][nPos][0].dMax - dTopZ) > EPS_SMALL)
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bIsSimple = false ;
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}
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}
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// se semplice parallelepipedo
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if ( bIsSimple) {
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CalcChunkPrisms( nPos1, nPos2, nDim1, nDim2, lstTria) ;
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}
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// se chunk di dimensioni accettabili
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else if ( nDimChk >= 4) {
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int nNewDimChk = nDimChk / 2 ;
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for ( int i = nPos1 ; i < int( nPos1 + nDim1) ; i += nNewDimChk) {
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int nDimChunkX = min( nNewDimChk, int( nPos1 + nDim1) - i) ;
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for ( int j = nPos2 ; j < int( nPos2 + nDim2) ; j += nNewDimChk) {
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int nDimChunkY = min( nNewDimChk, int( nPos2 + nDim2) - j) ;
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GetChunkPrisms( i, j, nDimChunkX, nDimChunkY, nNewDimChk, lstTria) ;
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}
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}
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}
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// altrimenti
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else {
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// elaboro ogni singolo dexel
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for ( int i = 0 ; i < nDim1 ; ++ i) {
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for ( int j = 0 ; j < nDim2 ; ++ j) {
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CalcDexelPrisms( nPos1 + i, nPos2 + j, lstTria) ;
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}
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}
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}
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return true ;
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}
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//----------------------------------------------------------------------------
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bool
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VolZmap::CalcChunkPrisms( int nPos1, int nPos2, int nDim1, int nDim2, TRIA3DLIST& lstTria) const
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{
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// verifiche sugli indici
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if ( nPos1 < 0 || nPos1 + nDim1 > int( m_nNx[0]) || nPos2 < 0 || nPos2 + nDim2 > int( m_nNy[0]))
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return false ;
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|
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][0].dMax * m_MapFrame[0].VersZ() ;
|
|
Vector3d vtDZb = m_Values[0][nPos][0].dMin * 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 = 0 ; i < int( m_Values[0][nPos].size()) ; i += 1) {
|
|
Vector3d vtDZt = m_Values[0][nPos][i].dMax * m_MapFrame[0].VersZ() ;
|
|
Vector3d vtDZb = m_Values[0][nPos][i].dMin * 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 = 0 ; i < int( m_Values[0][nPos].size()) ; i += 1)
|
|
intFace.Add( m_Values[0][nPos][i].dMin, m_Values[0][nPos][i].dMax) ;
|
|
if ( nPosAdj > 0) {
|
|
for ( int i = 0 ; i < int( m_Values[0][nPosAdj].size()) ; i += 1)
|
|
intFace.Subtract( m_Values[0][nPosAdj][i].dMin, m_Values[0][nPosAdj][i].dMax) ;
|
|
}
|
|
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( int nBlock, TRIA3DLIST& lstTria) const
|
|
{
|
|
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)) ;
|
|
|
|
// 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( int nBlock, TRIA3DLIST& lstTria, TriHolder& triHold) const
|
|
{
|
|
if ( nBlock < 0 || nBlock >= int( m_nNumBlock))
|
|
return false ;
|
|
|
|
// Calcolo i limiti sugli indici dei voxel del blocco
|
|
int nIJK[3] ;
|
|
// Vettore indici i,j,k del blocco
|
|
GetBlockIJKFromN( nBlock, nIJK) ;
|
|
// Vettore limiti sugli indici dei voxel del blocco
|
|
int nLimits[6] ;
|
|
GetBlockLimitsIJK( nIJK, nLimits) ;
|
|
|
|
// 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) {
|
|
|
|
// Riconoscimento dei voxel di frontiera
|
|
int nVoxIndexes[3] = { i, j, k} ;
|
|
bool bBoundary = IsAVoxelOnBoundary( nLimits, nVoxIndexes, true) ;
|
|
|
|
// 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 }, { 3, 2 }, { 0, 3 }, { 4, 5 }, { 5, 6 },
|
|
{ 7, 6 }, { 4, 7 }, { 0, 4 }, { 1, 5 }, { 2, 6 }, { 3, 7 }
|
|
} ;
|
|
|
|
// Array 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
|
|
// in caso di configurazione standard.
|
|
int nComponents = TriangleTableEn[nIndex][1][0] ;
|
|
|
|
// Matrici di campi vettoriali:
|
|
// CompoVert[i] ha i vertici della base del triangle fan
|
|
// della (i+1)-esima componente connessa;
|
|
// CompoTriVert[i] ha i vertici di tutti i triangoli, nel
|
|
// nel caso di assenza di sharp feature, della (i+1)-esima
|
|
// componente connessa.
|
|
VectorField CompoVert[6][12] ;
|
|
VectorField CompoTriVert[6][17] ;
|
|
|
|
// Arrey numero di vertici della base del fan per componente
|
|
// connessa: nVertComp[i] contiene il numero di vertici
|
|
// della base del fan della (i+1)-esima componente connessa.
|
|
int nVertComp[6] ;
|
|
|
|
// Matrice di indici dei punti: serve per
|
|
// la gestione del caso
|
|
int nIndArrey[6][4] ;
|
|
|
|
int nExtTabOff = nComponents ;
|
|
int nStdTabOff = 0 ;
|
|
|
|
// Carico le matrici CompoVert e CompoTriVert
|
|
for ( int nCompCount = 1 ; nCompCount <= nComponents ; ++ nCompCount) {
|
|
|
|
// Numero vertici per componenti
|
|
nVertComp[nCompCount - 1] = TriangleTableEn[nIndex][1][nCompCount] ;
|
|
|
|
// Riempio il nCompCount-esimo vettore di vertici della base del fan
|
|
for ( int nVertCount = 0 ; nVertCount < nVertComp[nCompCount - 1] ; ++ nVertCount)
|
|
|
|
CompoVert[nCompCount - 1][nVertCount] = VecField[TriangleTableEn[nIndex][1][nVertCount + nExtTabOff + 1]] ;
|
|
|
|
// Serve per la gestione del caso ...
|
|
if ( nVertComp[nCompCount - 1] == 4) {
|
|
|
|
for ( int nVertCount = 0 ; nVertCount < nVertComp[nCompCount - 1] ; ++ nVertCount)
|
|
|
|
nIndArrey[nCompCount - 1][nVertCount] = TriangleTableEn[nIndex][1][nVertCount + nExtTabOff + 1] ;
|
|
}
|
|
|
|
|
|
// Riempio il nCompCount-esimo vettore di vertici dei triangoli in assenza di
|
|
// sharp feature: in una mesh di triangoli con n vertici vi sono n - 2 triangoli.
|
|
for ( int nVertCount = 0 ; nVertCount < 3 * ( nVertComp[nCompCount - 1] - 2) ; nVertCount += 3) {
|
|
|
|
CompoTriVert[nCompCount - 1][nVertCount] = VecField[TriangleTableEn[nIndex][0][nStdTabOff + nVertCount+2]] ;
|
|
CompoTriVert[nCompCount - 1][nVertCount+1] = VecField[TriangleTableEn[nIndex][0][nStdTabOff + nVertCount+1]] ;
|
|
CompoTriVert[nCompCount - 1][nVertCount+2] = VecField[TriangleTableEn[nIndex][0][nStdTabOff + nVertCount]] ;
|
|
}
|
|
|
|
// Aggiorno gli offsets per raggiungere i
|
|
// vertici della componente successiva.
|
|
nExtTabOff += nVertComp[nCompCount - 1] ;
|
|
nStdTabOff += 3 * ( nVertComp[nCompCount - 1] - 2) ;
|
|
}
|
|
|
|
// Test sulla topologia
|
|
if ( nAllConfig[nIndex] == 3) {
|
|
|
|
Vector3d vtCmpAvg0, vtCmpAvg1 ;
|
|
|
|
// Verifico se i versori delle componenti sono tutti
|
|
// più o meno concordi (per esserlo non devono esserci
|
|
// due vettori di una medesima componente con prodotto
|
|
// scalare inferiore a 0.7).
|
|
bool bTest0 = DotTest( CompoVert[0], 3, vtCmpAvg0, 0.7) ;
|
|
bool bTest1 = DotTest( CompoVert[1], 3, vtCmpAvg1, 0.7) ;
|
|
|
|
// Se i versori di entrambe le componenti sono concordi
|
|
// ha senso parlare di vettori medi, altrimenti non ha
|
|
// senso. Se non ha senso parlare di vettori medi non
|
|
// ha senso parlare di prodotti scalari fra loro,
|
|
// quindi pongo il loro prodotto a un valore assurdo -2
|
|
// (il prodotto scalare fra versori ha modulo non superiore
|
|
// a uno).
|
|
double dScProd = - 2 ;
|
|
|
|
if ( bTest0 && bTest1)
|
|
dScProd = vtCmpAvg0 * vtCmpAvg1 ;
|
|
|
|
double dThreshold = 0.7 ;
|
|
|
|
if ( ( ! ( bTest0 && bTest1)) || ( bTest0 && bTest1 && dScProd > dThreshold)) {
|
|
|
|
int nt = 0 ;
|
|
|
|
while ( nIndexVsIndex3[nt][0] != nIndex)
|
|
++ nt ;
|
|
|
|
int nRotCase = nIndexVsIndex3[nt][1] ;
|
|
|
|
nComponents = Cases3Plus[nRotCase][1][0] ;
|
|
|
|
// Riaggiorno gli offsets
|
|
nExtTabOff = nComponents ;
|
|
nStdTabOff = 0 ;
|
|
|
|
// Modifico le matrici
|
|
for ( int nC = 1 ; nC <= nComponents ; ++ nC) {
|
|
|
|
// Numero vertici per componenti
|
|
nVertComp[nC - 1] = Cases3Plus[nRotCase][1][nC] ;
|
|
|
|
// Matrice dei vertici della base del fan
|
|
for ( int nFanVert = 0 ; nFanVert < nVertComp[nC - 1] ; ++ nFanVert)
|
|
|
|
CompoVert[nC - 1][nFanVert] = VecField[Cases3Plus[nRotCase][1][nFanVert + nExtTabOff + 1]] ;
|
|
|
|
// Matrici dei vertici dei triangoli in assenza di sharp feature
|
|
for ( int nTriVert = 0 ; nTriVert < 3 * ( nVertComp[nC - 1] - 2) ; nTriVert += 3) {
|
|
|
|
CompoTriVert[nC - 1][nTriVert] = VecField[Cases3Plus[nRotCase][0][nStdTabOff + nTriVert+2]] ;
|
|
CompoTriVert[nC - 1][nTriVert+1] = VecField[Cases3Plus[nRotCase][0][nStdTabOff + nTriVert+1]] ;
|
|
CompoTriVert[nC - 1][nTriVert+2] = VecField[Cases3Plus[nRotCase][0][nStdTabOff + nTriVert]] ;
|
|
}
|
|
|
|
// Aggiorno gli offsets per raggiungere i
|
|
// vertici della componente successiva.
|
|
nExtTabOff += nVertComp[nC - 1] ;
|
|
nStdTabOff += 3 * ( nVertComp[nC - 1] - 2) ;
|
|
}
|
|
|
|
|
|
}
|
|
}
|
|
else if ( nAllConfig[nIndex] == 6) {
|
|
|
|
// Procedura analoga a quella della configurazione 3
|
|
Vector3d vtCmpAvg0, vtCmpAvg1 ;
|
|
|
|
bool bTest0 = DotTest( CompoVert[0], 4, vtCmpAvg0, 0.7) ;
|
|
bool bTest1 = DotTest( CompoVert[1], 3, vtCmpAvg1, 0.7) ;
|
|
|
|
double dScProd = - 2 ;
|
|
|
|
if ( bTest0 && bTest1)
|
|
dScProd = vtCmpAvg0 * vtCmpAvg1 ;
|
|
|
|
double dThreshold = 0.7 ;
|
|
|
|
if ( ( ! ( bTest0 && bTest1)) || ( bTest0 && bTest1 && dScProd > dThreshold)) {
|
|
|
|
int nt = 0 ;
|
|
|
|
while ( nIndexVsIndex6[nt][0] != nIndex)
|
|
++ nt ;
|
|
|
|
int nRotCase = nIndexVsIndex6[nt][1] ;
|
|
|
|
|
|
// Costruzione dei triangoli
|
|
for ( int TriIndex = 0 ; TriIndex < 15 ; TriIndex += 3) {
|
|
|
|
// Costruzione triangolo
|
|
int i0 = Cases6Plus[nRotCase][TriIndex + 2] ;
|
|
int i1 = Cases6Plus[nRotCase][TriIndex + 1] ;
|
|
int i2 = Cases6Plus[nRotCase][TriIndex] ;
|
|
|
|
Triangle3d CurrentTriangle ;
|
|
|
|
// Il triangolo è pronto
|
|
CurrentTriangle.Set( VecField[i0].ptInt, VecField[i1].ptInt, VecField[i2].ptInt) ;
|
|
bool bV = CurrentTriangle.Validate( true) ;
|
|
|
|
// Aggiungo alla lista
|
|
lstTria.emplace_back( CurrentTriangle) ;
|
|
}
|
|
continue ;
|
|
}
|
|
}
|
|
else if ( nAllConfig[nIndex] == 10) {
|
|
|
|
Vector3d vtCmpAvg0, vtCmpAvg1 ;
|
|
|
|
// Verifico se i versori delle componenti sono tutti
|
|
// più o meno concordi (per esserlo non devono esserci
|
|
// due vettori di una medesima componente con prodotto
|
|
// scalare inferiore a 0). decidere se 0.0 o 0.7
|
|
bool bTest0 = DotTest( CompoVert[0], 4, vtCmpAvg0) ;
|
|
bool bTest1 = DotTest( CompoVert[1], 4, vtCmpAvg1) ;
|
|
|
|
if ( ! ( bTest0 && bTest1)) {
|
|
|
|
int nt = 0 ;
|
|
|
|
while ( nIndexVsIndex10[nt][0] != nIndex)
|
|
++ nt ;
|
|
|
|
int nRotCase = nIndexVsIndex10[nt][1] ;
|
|
|
|
// Riaggiorno gli offsets
|
|
nExtTabOff = 2 ;
|
|
nStdTabOff = 0 ;
|
|
|
|
// Modifico le matrici
|
|
for ( int nC = 1 ; nC <= 2 ; ++ nC) {
|
|
|
|
// Numero vertici per componenti
|
|
nVertComp[nC - 1] = Cases10Plus[nRotCase][1][nC] ;
|
|
|
|
// Matrice dei vertici della base del fan
|
|
for ( int nFanVert = 0 ; nFanVert < 4 ; ++ nFanVert)
|
|
|
|
CompoVert[nC - 1][nFanVert] = VecField[Cases10Plus[nRotCase][1][nFanVert + nExtTabOff + 1]] ;
|
|
|
|
// Matrici dei vertici dei triangoli in assenza di sharp feature
|
|
for ( int nTriVert = 0 ; nTriVert < 6 ; nTriVert += 3) {
|
|
|
|
CompoTriVert[nC - 1][nTriVert] = VecField[Cases10Plus[nRotCase][0][nStdTabOff + nTriVert+2]] ;
|
|
CompoTriVert[nC - 1][nTriVert+1] = VecField[Cases10Plus[nRotCase][0][nStdTabOff + nTriVert+1]] ;
|
|
CompoTriVert[nC - 1][nTriVert+2] = VecField[Cases10Plus[nRotCase][0][nStdTabOff + nTriVert]] ;
|
|
}
|
|
|
|
// Aggiorno gli offsets per raggiungere i
|
|
// vertici della componente successiva.
|
|
nExtTabOff += nVertComp[nC - 1] ;
|
|
nStdTabOff += 3 * ( nVertComp[nC - 1] - 2) ;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
// Numero di feature nel voxel: al più vi è una feature per componente connessa.
|
|
int nInnerFeatureInVoxel = 0 ;
|
|
int nBorderFeatureInVoxel = 0 ;
|
|
|
|
// Ciclo sulle componenti
|
|
for ( int nCompCount = 1 ; nCompCount <= nComponents ; ++ nCompCount) {
|
|
|
|
int nFeatureType = NO_FEATURE ;
|
|
// Se i componenti sono regolari valuto le normali per stabilire se eseguire ExtMC o MC
|
|
if ( bReg)
|
|
nFeatureType = TestOnNormal( CompoVert[nCompCount - 1], nVertComp[nCompCount - 1]) ;
|
|
|
|
// Controllo per il caso piano su una griglia
|
|
// con versori normali a due a due paralleli.
|
|
bool bGridControl = true ;
|
|
|
|
if ( nFeatureType != NO_FEATURE) {
|
|
|
|
if ( nVertComp[nCompCount - 1] == 4) {
|
|
|
|
// Ordino i 4 indici in senso crescente
|
|
for ( int nSrtInd1 = 0 ; nSrtInd1 < nVertComp[nCompCount - 1] - 1 ; ++ nSrtInd1) {
|
|
for ( int nSrtInd2 = nSrtInd1 + 1 ; nSrtInd2 < nVertComp[nCompCount - 1] ; ++ nSrtInd2) {
|
|
if ( nIndArrey[nCompCount - 1][nSrtInd1] > nIndArrey[nCompCount - 1][nSrtInd2])
|
|
swap( nIndArrey[nCompCount - 1][nSrtInd1], nIndArrey[nCompCount - 1][nSrtInd2]) ;
|
|
}
|
|
}
|
|
|
|
if ( ( nIndArrey[nCompCount - 1][0] == 0 && nIndArrey[nCompCount - 1][1] == 2 &&
|
|
nIndArrey[nCompCount - 1][2] == 9 && nIndArrey[nCompCount - 1][3] == 10) ||
|
|
( nIndArrey[nCompCount - 1][0] == 4 && nIndArrey[nCompCount - 1][1] == 6 &&
|
|
nIndArrey[nCompCount - 1][2] == 9 && nIndArrey[nCompCount - 1][3] == 10) ||
|
|
( nIndArrey[nCompCount - 1][0] == 4 && nIndArrey[nCompCount - 1][1] == 6 &&
|
|
nIndArrey[nCompCount - 1][2] == 8 && nIndArrey[nCompCount - 1][3] == 11) ||
|
|
( nIndArrey[nCompCount - 1][0] == 0 && nIndArrey[nCompCount - 1][1] == 2 &&
|
|
nIndArrey[nCompCount - 1][2] == 8 && nIndArrey[nCompCount - 1][3] == 11) ||
|
|
( nIndArrey[nCompCount - 1][0] == 1 && nIndArrey[nCompCount - 1][1] == 3 &&
|
|
nIndArrey[nCompCount - 1][2] == 8 && nIndArrey[nCompCount - 1][3] == 9 ) ||
|
|
( nIndArrey[nCompCount - 1][0] == 1 && nIndArrey[nCompCount - 1][1] == 3 &&
|
|
nIndArrey[nCompCount - 1][2] == 10 && nIndArrey[nCompCount - 1][3] == 11) ||
|
|
( nIndArrey[nCompCount - 1][0] == 5 && nIndArrey[nCompCount - 1][1] == 7 &&
|
|
nIndArrey[nCompCount - 1][2] == 10 && nIndArrey[nCompCount - 1][3] == 11) ||
|
|
( nIndArrey[nCompCount - 1][0] == 5 && nIndArrey[nCompCount - 1][1] == 7 &&
|
|
nIndArrey[nCompCount - 1][2] == 8 && nIndArrey[nCompCount - 1][3] == 9 )) {
|
|
|
|
VectorField LocVecF[12], LocCompV[12] ;
|
|
|
|
for ( int LocInd = 0 ; LocInd < 12 ; ++ LocInd) {
|
|
|
|
LocVecF[LocInd] = VecField[LocInd] ;
|
|
LocCompV[LocInd] = CompoVert[nCompCount - 1][LocInd] ;
|
|
|
|
LocVecF[LocInd].ptInt.ToLoc( m_MapFrame[0]) ;
|
|
LocVecF[LocInd].vtNorm.ToLoc( m_MapFrame[0]) ;
|
|
LocCompV[LocInd].ptInt.ToLoc( m_MapFrame[0]) ;
|
|
LocCompV[LocInd].vtNorm.ToLoc( m_MapFrame[0]) ;
|
|
}
|
|
|
|
if ( ( AreSameVectorApprox( LocVecF[nIndArrey[nCompCount - 1][0]].vtNorm, LocVecF[nIndArrey[nCompCount - 1][1]].vtNorm) &&
|
|
abs( LocVecF[nIndArrey[nCompCount - 1][0]].vtNorm *LocVecF[nIndArrey[nCompCount - 1][2]].vtNorm) < EPS_SMALL &&
|
|
abs( LocVecF[nIndArrey[nCompCount - 1][0]].vtNorm * LocVecF[nIndArrey[nCompCount - 1][3]].vtNorm) < EPS_SMALL) ||
|
|
( AreSameVectorApprox( LocVecF[nIndArrey[nCompCount - 1][2]].vtNorm, LocVecF[nIndArrey[nCompCount - 1][3]].vtNorm) &&
|
|
abs( LocVecF[nIndArrey[nCompCount - 1][2]].vtNorm * LocVecF[nIndArrey[nCompCount - 1][0]].vtNorm) < EPS_SMALL &&
|
|
abs( LocVecF[nIndArrey[nCompCount - 1][2]].vtNorm * LocVecF[nIndArrey[nCompCount - 1][1]].vtNorm) < EPS_SMALL)) {
|
|
|
|
Point3d ptBarycenter = ( LocCompV[0].ptInt + LocCompV[1].ptInt +
|
|
LocCompV[2].ptInt + LocCompV[3].ptInt) / 4 ;
|
|
|
|
if ( abs( LocCompV[0].ptInt.x - ptBarycenter.x) < EPS_SMALL &&
|
|
abs( LocCompV[1].ptInt.x - ptBarycenter.x) < EPS_SMALL &&
|
|
abs( LocCompV[2].ptInt.x - ptBarycenter.x) < EPS_SMALL &&
|
|
abs( LocCompV[3].ptInt.x - ptBarycenter.x) < EPS_SMALL) {
|
|
|
|
double dXBar = ptBarycenter.x / m_dStep - 0.5 ;
|
|
int nBarLimSup = int( m_nNx[0]) ;
|
|
int nBarInd = 0 ;
|
|
|
|
while ( nBarInd < nBarLimSup) {
|
|
|
|
double dXInd = double( nBarInd) ;
|
|
|
|
if ( abs( dXInd - dXBar) < EPS_SMALL) {
|
|
|
|
bGridControl = false ;
|
|
break ;
|
|
}
|
|
++ nBarInd ;
|
|
}
|
|
}
|
|
else if ( abs( LocCompV[0].ptInt.y - ptBarycenter.y) < EPS_SMALL &&
|
|
abs( LocCompV[1].ptInt.y - ptBarycenter.y) < EPS_SMALL &&
|
|
abs( LocCompV[2].ptInt.y - ptBarycenter.y) < EPS_SMALL &&
|
|
abs( LocCompV[3].ptInt.y - ptBarycenter.y) < EPS_SMALL) {
|
|
|
|
double dYBar = ptBarycenter.y / m_dStep - 0.5 ;
|
|
int nBarLimSup = int( m_nNy[0]) ;
|
|
int nBarInd = 0 ;
|
|
|
|
while ( nBarInd < nBarLimSup) {
|
|
|
|
double dYInd = double( nBarInd) ;
|
|
|
|
if ( abs( dYInd - dYBar) < EPS_SMALL) {
|
|
|
|
bGridControl = false ;
|
|
break ;
|
|
}
|
|
++ nBarInd ;
|
|
}
|
|
}
|
|
else if ( abs( LocCompV[0].ptInt.z - ptBarycenter.z) < EPS_SMALL &&
|
|
abs( LocCompV[1].ptInt.z - ptBarycenter.z) < EPS_SMALL &&
|
|
abs( LocCompV[2].ptInt.z - ptBarycenter.z) < EPS_SMALL &&
|
|
abs( LocCompV[3].ptInt.z - ptBarycenter.z) < EPS_SMALL) {
|
|
|
|
double dZBar = ptBarycenter.z / m_dStep - 0.5 ;
|
|
int nBarLimSup = int( m_nNy[1]) ;
|
|
int nBarInd = 0 ;
|
|
|
|
while ( nBarInd < nBarLimSup) {
|
|
|
|
double dZInd = double( nBarInd) ;
|
|
|
|
if ( abs( dZInd - dZBar) < EPS_SMALL) {
|
|
|
|
bGridControl = false ;
|
|
break ;
|
|
}
|
|
++ nBarInd ;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else if ( ( nIndArrey[nCompCount - 1][0] == 0 && nIndArrey[nCompCount - 1][1] == 1 &&
|
|
nIndArrey[nCompCount - 1][2] == 4 && nIndArrey[nCompCount - 1][3] == 5) ||
|
|
( nIndArrey[nCompCount - 1][0] == 1 && nIndArrey[nCompCount - 1][1] == 2 &&
|
|
nIndArrey[nCompCount - 1][2] == 5 && nIndArrey[nCompCount - 1][3] == 6) ||
|
|
( nIndArrey[nCompCount - 1][0] == 2 && nIndArrey[nCompCount - 1][1] == 3 &&
|
|
nIndArrey[nCompCount - 1][2] == 6 && nIndArrey[nCompCount - 1][3] == 7) ||
|
|
( nIndArrey[nCompCount - 1][0] == 0 && nIndArrey[nCompCount - 1][1] == 3 &&
|
|
nIndArrey[nCompCount - 1][2] == 4 && nIndArrey[nCompCount - 1][3] == 7)) {
|
|
|
|
VectorField LocVecF[12], LocCompV[12] ;
|
|
|
|
for ( int LocInd = 0 ; LocInd < 12 ; ++ LocInd) {
|
|
|
|
LocVecF[LocInd] = VecField[LocInd] ;
|
|
LocCompV[LocInd] = CompoVert[nCompCount - 1][LocInd] ;
|
|
|
|
LocVecF[LocInd].ptInt.ToLoc( m_MapFrame[0]) ;
|
|
LocVecF[LocInd].vtNorm.ToLoc( m_MapFrame[0]) ;
|
|
LocCompV[LocInd].ptInt.ToLoc( m_MapFrame[0]) ;
|
|
LocCompV[LocInd].vtNorm.ToLoc( m_MapFrame[0]) ;
|
|
}
|
|
|
|
if ( ( AreSameVectorApprox( LocVecF[nIndArrey[nCompCount - 1][0]].vtNorm, LocVecF[nIndArrey[nCompCount - 1][2]].vtNorm) &&
|
|
abs( LocVecF[nIndArrey[nCompCount - 1][0]].vtNorm * LocVecF[nIndArrey[nCompCount - 1][1]].vtNorm) < EPS_SMALL &&
|
|
abs( LocVecF[nIndArrey[nCompCount - 1][0]].vtNorm * LocVecF[nIndArrey[nCompCount - 1][3]].vtNorm) < EPS_SMALL) ||
|
|
( AreSameVectorApprox( LocVecF[nIndArrey[nCompCount - 1][1]].vtNorm, LocVecF[nIndArrey[nCompCount - 1][3]].vtNorm) &&
|
|
abs( LocVecF[nIndArrey[nCompCount - 1][1]].vtNorm * LocVecF[nIndArrey[nCompCount - 1][0]].vtNorm) < EPS_SMALL &&
|
|
abs( LocVecF[nIndArrey[nCompCount - 1][1]].vtNorm * LocVecF[nIndArrey[nCompCount - 1][2]].vtNorm) < EPS_SMALL)) {
|
|
|
|
Point3d ptBarycenter = ( LocCompV[0].ptInt + LocCompV[1].ptInt +
|
|
LocCompV[2].ptInt + LocCompV[3].ptInt) / 4 ;
|
|
|
|
if ( abs( LocCompV[0].ptInt.x - ptBarycenter.x) < EPS_SMALL &&
|
|
abs( LocCompV[1].ptInt.x - ptBarycenter.x) < EPS_SMALL &&
|
|
abs( LocCompV[2].ptInt.x - ptBarycenter.x) < EPS_SMALL &&
|
|
abs( LocCompV[3].ptInt.x - ptBarycenter.x) < EPS_SMALL) {
|
|
|
|
double dXBar = ptBarycenter.x / m_dStep - 0.5 ;
|
|
int nBarLimSup = int( m_nNx[0]) ;
|
|
int nBarInd = 0 ;
|
|
|
|
while ( nBarInd < nBarLimSup) {
|
|
|
|
double dXInd = double( nBarInd) ;
|
|
|
|
if ( abs( dXInd - dXBar) < EPS_SMALL) {
|
|
|
|
bGridControl = false ;
|
|
break ;
|
|
}
|
|
++ nBarInd ;
|
|
}
|
|
}
|
|
else if ( abs( LocCompV[0].ptInt.y - ptBarycenter.y) < EPS_SMALL &&
|
|
abs( LocCompV[1].ptInt.y - ptBarycenter.y) < EPS_SMALL &&
|
|
abs( LocCompV[2].ptInt.y - ptBarycenter.y) < EPS_SMALL &&
|
|
abs( LocCompV[3].ptInt.y - ptBarycenter.y) < EPS_SMALL) {
|
|
|
|
double dYBar = ptBarycenter.y / m_dStep - 0.5 ;
|
|
int nBarLimSup = int( m_nNy[0]) ;
|
|
int nBarInd = 0 ;
|
|
|
|
while ( nBarInd < nBarLimSup) {
|
|
|
|
double dYInd = double( nBarInd) ;
|
|
|
|
if ( abs( dYInd - dYBar) < EPS_SMALL) {
|
|
|
|
bGridControl = false ;
|
|
break ;
|
|
}
|
|
++ nBarInd ;
|
|
}
|
|
}
|
|
else if ( abs( LocCompV[0].ptInt.z - ptBarycenter.z) < EPS_SMALL &&
|
|
abs( LocCompV[1].ptInt.z - ptBarycenter.z) < EPS_SMALL &&
|
|
abs( LocCompV[2].ptInt.z - ptBarycenter.z) < EPS_SMALL &&
|
|
abs( LocCompV[3].ptInt.z - ptBarycenter.z) < EPS_SMALL) {
|
|
|
|
double dZBar = ptBarycenter.z / m_dStep - 0.5 ;
|
|
int nBarLimSup = int( m_nNy[1]) ;
|
|
int nBarInd = 0 ;
|
|
|
|
while ( nBarInd < nBarLimSup) {
|
|
|
|
double dZInd = double( nBarInd) ;
|
|
|
|
if ( abs( dZInd - dZBar) < EPS_SMALL) {
|
|
|
|
bGridControl = false ;
|
|
break ;
|
|
}
|
|
++ nBarInd ;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Flag ExtMC
|
|
bool bExtMC = ( nFeatureType != NO_FEATURE) && bGridControl ;
|
|
|
|
// Extended MC
|
|
if ( bExtMC) {
|
|
|
|
// Passo al sistema di riferimento del baricentro
|
|
Point3d ptGravityCenter( 0, 0, 0) ;
|
|
|
|
for ( int ni = 0 ; ni < nVertComp[nCompCount - 1] ; ++ ni)
|
|
ptGravityCenter = ptGravityCenter + CompoVert[nCompCount - 1][ni].ptInt ;
|
|
|
|
ptGravityCenter = ptGravityCenter / nVertComp[nCompCount - 1] ;
|
|
|
|
Vector3d vtO = ptGravityCenter - ORIG ;
|
|
|
|
Point3d ptTrasf[12] ;
|
|
|
|
for ( int ni = 0 ; ni < nVertComp[nCompCount - 1] ; ++ ni)
|
|
ptTrasf[ni] = CompoVert[nCompCount - 1][ni].ptInt - vtO ;
|
|
|
|
// Preparo le matrici per il sistema
|
|
typedef Eigen::Matrix<double, Eigen::Dynamic, Eigen::Dynamic> dSystemMatrix ;
|
|
typedef Eigen::Matrix<double, Eigen::Dynamic, Eigen::Dynamic> dSystemVector ;
|
|
typedef Eigen::JacobiSVD<dSystemMatrix> DecomposerSVD ;
|
|
|
|
dSystemMatrix dMatrixN, dMatrixU, dMatrixV ;
|
|
dSystemVector dKnownVector, dUnknownVector, dSingularValue ;
|
|
|
|
dMatrixN.resize( nVertComp[nCompCount - 1], 3) ;
|
|
dKnownVector.resize( nVertComp[nCompCount - 1], 1) ;
|
|
dUnknownVector.resize( 3, 1) ;
|
|
|
|
// Studio del caso 4 punti su un piano
|
|
int nEqual = 0 ;
|
|
int nPosD ;
|
|
Vector3d vtD, vtE ;
|
|
|
|
if ( nVertComp[nCompCount - 1] == 4 && nFeatureType == 2) {
|
|
int nPosEq ;
|
|
for ( int ni = 0 ; ni < 2 ; ++ ni) {
|
|
for ( int nj = ni + 1 ; nj < nVertComp[nCompCount - 1] ; ++ nj) {
|
|
|
|
if ( AreSameVectorApprox( CompoVert[nCompCount - 1][ni].vtNorm,
|
|
CompoVert[nCompCount - 1][nj].vtNorm)) {
|
|
nEqual ++ ;
|
|
nPosEq = ni ;
|
|
}
|
|
}
|
|
if ( nEqual == 2)
|
|
break ;
|
|
else
|
|
nEqual = 0 ;
|
|
}
|
|
if ( nEqual == 2) {
|
|
|
|
for ( int ni = 0 ; ni < nVertComp[nCompCount - 1] ; ++ ni)
|
|
|
|
if ( ! AreSameVectorApprox( CompoVert[nCompCount - 1][ni].vtNorm,
|
|
CompoVert[nCompCount - 1][nPosEq].vtNorm)) {
|
|
nPosD = ni ;
|
|
vtD = CompoVert[nCompCount - 1][ni].vtNorm ;
|
|
vtE = CompoVert[nCompCount - 1][nPosEq].vtNorm ;
|
|
}
|
|
}
|
|
}
|
|
|
|
double dDot = abs( ( CompoVert[nCompCount - 1][1].ptInt - CompoVert[nCompCount - 1][0].ptInt) *
|
|
( ( CompoVert[nCompCount - 1][2].ptInt - CompoVert[nCompCount - 1][1].ptInt) ^
|
|
( CompoVert[nCompCount - 1][3].ptInt - CompoVert[nCompCount - 1][2].ptInt))) ;
|
|
|
|
// Caso superficie piana
|
|
if ( nVertComp[nCompCount - 1] == 4 && nEqual == 2 && dDot < EPS_SMALL) {
|
|
|
|
for ( int ni = 0 ; ni < nVertComp[nCompCount - 1] ; ++ ni) {
|
|
if ( ni != nPosD) {
|
|
dMatrixN( ni, 0) = CompoVert[nCompCount - 1][ni].vtNorm.x ;
|
|
dMatrixN( ni, 1) = CompoVert[nCompCount - 1][ni].vtNorm.y ;
|
|
dMatrixN( ni, 2) = CompoVert[nCompCount - 1][ni].vtNorm.z ;
|
|
dKnownVector( ni) = CompoVert[nCompCount - 1][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[nCompCount - 1] ; ++ ni) {
|
|
dMatrixN( ni, 0) = CompoVert[nCompCount - 1][ni].vtNorm.x ;
|
|
dMatrixN( ni, 1) = CompoVert[nCompCount - 1][ni].vtNorm.y ;
|
|
dMatrixN( ni, 2) = CompoVert[nCompCount - 1][ni].vtNorm.z ;
|
|
dKnownVector( ni) = CompoVert[nCompCount - 1][ni].vtNorm * ( ptTrasf[ni] - ORIG) ;
|
|
}
|
|
}
|
|
|
|
DecomposerSVD svd( dMatrixN, Eigen::ComputeThinU | Eigen::ComputeThinV) ;
|
|
|
|
dMatrixU = svd.matrixU() ;
|
|
dMatrixV = svd.matrixV() ;
|
|
dSingularValue = svd.singularValues() ;
|
|
|
|
double dS0 = dSingularValue( 0) ;
|
|
double dS1 = dSingularValue( 1) ;
|
|
double dS2 = dSingularValue( 2) ;
|
|
|
|
// 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[nCompCount - 1] ; ++ 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 ;
|
|
}
|
|
|
|
|
|
// Esprimo la soluzione nel sistema di riferimento
|
|
// in cui è immerso quello dello dello z-map.
|
|
Point3d ptSol( dUnknownVector( 0) + vtO.x,
|
|
dUnknownVector( 1) + vtO.y,
|
|
dUnknownVector( 2) + vtO.z) ;
|
|
|
|
// Flag sulla distanza del vertice dal
|
|
// baricentro del sistema di punti
|
|
bool bOutside = false ;
|
|
|
|
// Vettore Baricentro-Feature.
|
|
Vector3d vtFeature( dUnknownVector( 0),
|
|
dUnknownVector( 1),
|
|
dUnknownVector( 2)) ;
|
|
|
|
double dDistFeature = vtFeature.Len() ;
|
|
const double dMaxDist = sqrt( 3) * m_dStep ;
|
|
|
|
// Limito la feature a una distanza dal
|
|
// baricentro pari alla diagonale del voxel.
|
|
if ( dDistFeature > dMaxDist)
|
|
bOutside = true ;
|
|
|
|
Triangle3d CurrentTriangle ;
|
|
TRIA3DVECTOR triContainer ;
|
|
|
|
|
|
// Costruisco triangoli di prova
|
|
for ( int ni = 0 ; ni < nVertComp[nCompCount - 1] ; ++ ni) {
|
|
|
|
int nj = ( ni + 1 < nVertComp[nCompCount - 1]) ? ni + 1 : 0 ;
|
|
// Il triangolo è pronto
|
|
CurrentTriangle.Set( ptSol, CompoVert[nCompCount - 1][nj].ptInt, CompoVert[nCompCount - 1][ni].ptInt) ;
|
|
CurrentTriangle.Validate( true) ;
|
|
|
|
// Aggiungo triangolo al vettore temporaneo
|
|
triContainer.emplace_back( CurrentTriangle) ;
|
|
}
|
|
|
|
// Controllo delle inversioni dei triangoli
|
|
bool bInversione = false ;
|
|
bool bDangerInversion = false ;
|
|
|
|
for ( int ni = 0 ; ni < nVertComp[nCompCount - 1] ; ++ ni) {
|
|
|
|
int nj = ( ni + 1 < nVertComp[nCompCount - 1]) ? ni + 1 : 0 ;
|
|
|
|
if ( triContainer[ni].GetN() * CompoVert[nCompCount - 1][ni].vtNorm < - EPS_SMALL ||
|
|
triContainer[ni].GetN() * CompoVert[nCompCount - 1][nj].vtNorm < - EPS_SMALL)
|
|
bInversione = true ;
|
|
}
|
|
|
|
if ( bInversione &&
|
|
( nVertComp[nCompCount - 1] == 3 ||
|
|
nVertComp[nCompCount - 1] == 4)) {
|
|
|
|
int nNegDot = 0 ;
|
|
|
|
for ( int ni = 0 ; ni < nVertComp[nCompCount - 1] - 1 ; ++ ni) {
|
|
for ( int nj = ni + 1 ; nj < nVertComp[nCompCount - 1] ; ++ nj) {
|
|
if ( CompoVert[nCompCount - 1][ni].vtNorm * CompoVert[nCompCount - 1][nj].vtNorm < - EPS_SMALL)
|
|
nNegDot ++ ;
|
|
}
|
|
}
|
|
|
|
if ( nNegDot == nVertComp[nCompCount - 1] - 1) {
|
|
|
|
Point3d ptSolZMapFrame = ptSol ;
|
|
ptSolZMapFrame.ToLoc( m_MapFrame[0]) ;
|
|
|
|
|
|
if ( ! IsPointInsideVoxelApprox( i, j, k, ptSolZMapFrame)) {
|
|
|
|
Vector3d vtNullSpace( dMatrixV( 0, 2), dMatrixV( 1, 2), dMatrixV( 2, 2)) ;
|
|
vtNullSpace.ToLoc( m_MapFrame[0]) ;
|
|
double dParInt1, dParInt2 ;
|
|
Point3d ptVoxMin( ( i + 0.5) * m_dStep, ( j + 0.5) * m_dStep, ( k + 0.5) * m_dStep) ;
|
|
Point3d ptVoxMax( ( i + 1.5) * m_dStep, ( j + 1.5) * m_dStep, ( k + 1.5) * m_dStep) ;
|
|
|
|
if ( IntersLineBox( ptSolZMapFrame, vtNullSpace, ptVoxMin, ptVoxMax, dParInt1, dParInt2)) {
|
|
|
|
triContainer.resize( 0) ;
|
|
|
|
double dPar = abs( dParInt1) < abs( dParInt2) ? dParInt1 + ( dParInt2 - dParInt1) / 100 :
|
|
dParInt2 + ( dParInt1 - dParInt2) / 100 ;
|
|
|
|
Point3d ptNewSol = ptSolZMapFrame + dPar * vtNullSpace ;
|
|
|
|
ptNewSol.ToGlob( m_MapFrame[0]) ;
|
|
|
|
ptSol = ptNewSol ;
|
|
|
|
// Costruisco triangoli di prova
|
|
for ( int ni = 0 ; ni < nVertComp[nCompCount - 1] ; ++ ni) {
|
|
|
|
int nj = ( ni + 1 < nVertComp[nCompCount - 1]) ? ni + 1 : 0 ;
|
|
// Il triangolo è pronto
|
|
CurrentTriangle.Set( ptSol, CompoVert[nCompCount - 1][nj].ptInt, CompoVert[nCompCount - 1][ni].ptInt) ;
|
|
CurrentTriangle.Validate( true) ;
|
|
|
|
// Aggiungo triangolo al vettore temporaneo
|
|
triContainer.emplace_back( CurrentTriangle) ;
|
|
}
|
|
}
|
|
else {
|
|
|
|
int nAdjVoxI, nAdjVoxJ, nAdjVoxK ;
|
|
if ( GetPointVoxel( ptSolZMapFrame, nAdjVoxI, nAdjVoxJ, nAdjVoxK)) {
|
|
|
|
// Classificazione del voxel adiacente
|
|
int nAdjIndex = 0 ;
|
|
if ( IsThereMat( nAdjVoxI, nAdjVoxJ, nAdjVoxK))
|
|
nAdjIndex |= ( 1 << 0) ;
|
|
if ( IsThereMat( nAdjVoxI + 1, nAdjVoxJ, nAdjVoxK))
|
|
nAdjIndex |= ( 1 << 1) ;
|
|
if ( IsThereMat( nAdjVoxI + 1, nAdjVoxJ + 1, nAdjVoxK))
|
|
nAdjIndex |= ( 1 << 2) ;
|
|
if ( IsThereMat( nAdjVoxI, nAdjVoxJ + 1, nAdjVoxK))
|
|
nAdjIndex |= ( 1 << 3) ;
|
|
if ( IsThereMat( nAdjVoxI, nAdjVoxJ, nAdjVoxK + 1))
|
|
nAdjIndex |= ( 1 << 4) ;
|
|
if ( IsThereMat( nAdjVoxI + 1, nAdjVoxJ, nAdjVoxK + 1))
|
|
nAdjIndex |= ( 1 << 5) ;
|
|
if ( IsThereMat( nAdjVoxI + 1, nAdjVoxJ + 1, nAdjVoxK + 1))
|
|
nAdjIndex |= ( 1 << 6) ;
|
|
if ( IsThereMat( nAdjVoxI, nAdjVoxJ + 1, nAdjVoxK + 1))
|
|
nAdjIndex |= ( 1 << 7) ;
|
|
|
|
// Se il voxel è pieno
|
|
if ( EdgeTable[nAdjIndex] != 0)
|
|
bDangerInversion = true ;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
|
|
if ( nVertComp[nCompCount - 1] == 4) {
|
|
|
|
Point3d ptSolZMapFrame = ptSol ;
|
|
ptSolZMapFrame.ToLoc( m_MapFrame[0]) ;
|
|
|
|
|
|
if ( ! IsPointInsideVoxelApprox( i, j, k, ptSolZMapFrame)) {
|
|
|
|
Vector3d vtNullSpace( dMatrixV( 0, 2), dMatrixV( 1, 2), dMatrixV( 2, 2)) ;
|
|
vtNullSpace.ToLoc( m_MapFrame[0]) ;
|
|
double dParInt1, dParInt2 ;
|
|
Point3d ptVoxMin( ( i + 0.5) * m_dStep, ( j + 0.5) * m_dStep, ( k + 0.5) * m_dStep) ;
|
|
Point3d ptVoxMax( ( i + 1.5) * m_dStep, ( j + 1.5) * m_dStep, ( k + 1.5) * m_dStep) ;
|
|
|
|
if ( IntersLineBox( ptSolZMapFrame, vtNullSpace, ptVoxMin, ptVoxMax, dParInt1, dParInt2)) {
|
|
|
|
triContainer.resize( 0) ;
|
|
|
|
double dPar = abs( dParInt1) < abs( dParInt2) ? dParInt1 + ( dParInt2 - dParInt1) / 100:
|
|
dParInt2 + ( dParInt1 - dParInt2) / 100 ;
|
|
|
|
Point3d ptNewSol = ptSolZMapFrame + dPar * vtNullSpace ;
|
|
|
|
ptNewSol.ToGlob( m_MapFrame[0]) ;
|
|
|
|
ptSol = ptNewSol ;
|
|
|
|
// Costruisco triangoli di prova
|
|
for ( int ni = 0 ; ni < nVertComp[nCompCount - 1] ; ++ ni) {
|
|
|
|
int nj = ( ni + 1 < nVertComp[nCompCount - 1]) ? ni + 1 : 0 ;
|
|
// Il triangolo è pronto
|
|
CurrentTriangle.Set( ptSol, CompoVert[nCompCount - 1][nj].ptInt, CompoVert[nCompCount - 1][ni].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 feature non è fuori dai limiti
|
|
// e i triangoli formano una superficie
|
|
// non piana confermo ExtMC
|
|
if ( ( ! ( bOutside || bPlane)) && ( ! bDangerInversion)) {
|
|
|
|
TRIA3DVECTOR vInnerTriaTemp, vBorderTriaTemp ;
|
|
|
|
for ( int ni = 0 ; ni < nContSize ; ++ ni) {
|
|
|
|
// Se l'area è non nulla aggiungo il triangolo
|
|
// a uno dei due vettori.
|
|
if ( triContainer[ni].GetArea() > EPS_SMALL * EPS_SMALL) {
|
|
|
|
int nVoxIJK[3] = { i, j, k} ;
|
|
|
|
Point3d ptTemp = ptSol ;
|
|
ptTemp.ToLoc( m_MapFrame[0]) ;
|
|
Triangle3d trTemp = triContainer[ni] ;
|
|
trTemp.ToLoc( m_MapFrame[0]) ;
|
|
|
|
if ( ! IsATriangleOnBorder( trTemp, ptTemp, nLimits, nVoxIJK, bBoundary))
|
|
|
|
vInnerTriaTemp.emplace_back( triContainer[ni]) ;
|
|
else
|
|
vBorderTriaTemp.emplace_back( triContainer[ni]) ;
|
|
}
|
|
}
|
|
|
|
// Metto i triangoli negli appositi contenitori:
|
|
|
|
// Triangoli interni
|
|
if ( vInnerTriaTemp.size() > 0) {
|
|
|
|
// Aggiorno il numero di feature.
|
|
++ nInnerFeatureInVoxel ;
|
|
|
|
// Se siamo in presenza della prima feature del
|
|
// voxel, ridimensiono il vettore che contiene
|
|
// la struttura dati del voxel.
|
|
if ( nInnerFeatureInVoxel == 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 < int( vInnerTriaTemp.size()) ; ++ ni)
|
|
|
|
triHold[nCurrent].vCompoTria[nOldFeatureNum].emplace_back( vInnerTriaTemp[ni]) ;
|
|
}
|
|
|
|
// Triangoli di frontiera
|
|
if ( vBorderTriaTemp.size() > 0) {
|
|
|
|
// Aggiorno il numero di feature.
|
|
++ nBorderFeatureInVoxel ;
|
|
|
|
// Se siamo in presenza della prima feature del
|
|
// voxel, ridimensiono il vettore che contiene
|
|
// la struttura dati del voxel.
|
|
if ( nBorderFeatureInVoxel == 1) {
|
|
|
|
m_InterBlockTria[nBlock].resize( m_InterBlockTria[nBlock].size() + 1) ;
|
|
|
|
// Questi dati dipendono solo dal voxel,
|
|
// quindi sono validi per tutte le
|
|
// componenti che vi appartengono.
|
|
int nCurrent = int( m_InterBlockTria[nBlock].size()) - 1 ;
|
|
|
|
m_InterBlockTria[nBlock][nCurrent].i = i ;
|
|
m_InterBlockTria[nBlock][nCurrent].j = j ;
|
|
m_InterBlockTria[nBlock][nCurrent].k = k ;
|
|
}
|
|
|
|
// Indice che identifica la posizione del voxel
|
|
// nel vector.
|
|
int nCurrent = int( m_InterBlockTria[nBlock].size()) - 1 ;
|
|
|
|
// Aggiungo vertice della componente
|
|
// connessa alla lista dei vertici.
|
|
m_InterBlockTria[nBlock][nCurrent].ptCompoVert.emplace_back( ptSol) ;
|
|
|
|
int nOldFeatureNum = int( m_InterBlockTria[nBlock][nCurrent].vCompoTria.size()) ;
|
|
int nNewFeatureNum = nOldFeatureNum + 1 ;
|
|
|
|
// Aggiungo una componente per il vettore
|
|
// dei triangoli della componente connessa.
|
|
m_InterBlockTria[nBlock][nCurrent].vCompoTria.resize( nNewFeatureNum) ;
|
|
|
|
for ( int ni = 0 ; ni < int( vBorderTriaTemp.size()) ; ++ ni)
|
|
|
|
m_InterBlockTria[nBlock][nCurrent].vCompoTria[nOldFeatureNum].emplace_back( vBorderTriaTemp[ni]) ;
|
|
}
|
|
}
|
|
// ExtMC non confermato, si passa a MC
|
|
else {
|
|
|
|
// Costruzione dei triangoli
|
|
for ( int TriIndex = 0; TriIndex < ( nVertComp[nCompCount - 1] - 2) * 3 ; TriIndex += 3) {
|
|
|
|
Triangle3d CurrentTriangle ;
|
|
|
|
// Il triangolo è pronto
|
|
CurrentTriangle.Set( CompoTriVert[nCompCount - 1][TriIndex].ptInt,
|
|
CompoTriVert[nCompCount - 1][TriIndex+1].ptInt,
|
|
CompoTriVert[nCompCount - 1][TriIndex+2].ptInt) ;
|
|
bool bV = CurrentTriangle.Validate( true) ;
|
|
|
|
// Aggiungo alla lista
|
|
lstTria.emplace_back( CurrentTriangle) ;
|
|
}
|
|
}
|
|
}
|
|
// Standard MC
|
|
else {
|
|
|
|
// Costruzione dei triangoli
|
|
for ( int TriIndex = 0; TriIndex < ( nVertComp[nCompCount - 1] - 2) * 3 ; TriIndex += 3) {
|
|
|
|
|
|
Triangle3d CurrentTriangle ;
|
|
|
|
// Il triangolo è pronto
|
|
CurrentTriangle.Set( CompoTriVert[nCompCount - 1][TriIndex].ptInt,
|
|
CompoTriVert[nCompCount - 1][TriIndex+1].ptInt,
|
|
CompoTriVert[nCompCount - 1][TriIndex+2].ptInt) ;
|
|
bool bV = CurrentTriangle.Validate( true) ;
|
|
|
|
// Aggiungo alla lista
|
|
lstTria.emplace_back( CurrentTriangle) ;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return true ;
|
|
}
|
|
//
|
|
|
|
//----------------------------------------------------------------------------
|
|
bool
|
|
VolZmap::FlipEdgesII( TriHolder& TriHold) const
|
|
{
|
|
// Numero di voxel in cui si presentano sharp feature
|
|
int nVoxelNum = int( TriHold.size()) ;
|
|
|
|
// Ciclo su tali voxel
|
|
for ( int n1 = 0 ; n1 < nVoxelNum ; ++ n1) {
|
|
|
|
for ( int n2 = n1 ; n2 < nVoxelNum ; ++ n2) {
|
|
|
|
// Se i voxel sono adiacenti proseguo
|
|
if ( ( TriHold[n2].i >= TriHold[n1].i && TriHold[n2].i <= TriHold[n1].i + 1) ||
|
|
( TriHold[n2].j >= TriHold[n1].j && TriHold[n2].j <= TriHold[n1].j + 1) ||
|
|
( TriHold[n2].k >= TriHold[n1].k && TriHold[n2].k <= TriHold[n1].k + 1)) {
|
|
|
|
// Numero delle componenti connesse nei due voxel
|
|
int nNumCompo1 = int( TriHold[n1].ptCompoVert.size()) ;
|
|
int nNumCompo2 = int( TriHold[n2].ptCompoVert.size()) ;
|
|
|
|
int nCompo1 = 0 ;
|
|
|
|
// Ciclo sulle componenti
|
|
for ( ; nCompo1 < nNumCompo1 ; ++ nCompo1) {
|
|
|
|
int nCompo2 = ( n1 == n2 ? nCompo1 + 1 : 0) ;
|
|
|
|
for ( ; nCompo2 < nNumCompo2 ; ++ nCompo2) {
|
|
|
|
// Numero di triangoli per le componenti connesse
|
|
int nTriNum1 = int( TriHold[n1].vCompoTria[nCompo1].size()) ;
|
|
int nTriNum2 = int( TriHold[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 = TriHold[n1].vCompoTria[nCompo1][nTri1].GetP( nVert1) ;
|
|
Point3d ptP2 = TriHold[n2].vCompoTria[nCompo2][nTri2].GetP( nVert2) ;
|
|
|
|
if ( AreSamePointEpsilon( ptP1, ptP2, EPS_ZERO)) {
|
|
|
|
Point3d ptVert1 = TriHold[n1].ptCompoVert[nCompo1] ;
|
|
Point3d ptVert2 = TriHold[n2].ptCompoVert[nCompo2] ;
|
|
|
|
if ( ! ( AreSamePointEpsilon( ptP1, ptVert1, EPS_ZERO) ||
|
|
AreSamePointEpsilon( ptP2, ptVert2, EPS_ZERO))) {
|
|
|
|
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) {
|
|
|
|
// verifico che i due lati adiacenti siano controversi
|
|
int nProd = ( SharedIndex[2] - SharedIndex[0]) * ( SharedIndex[3] - SharedIndex[1]) ;
|
|
if ( nProd != 1 && nProd != - 2 && nProd != 4 && nProd != 0) {
|
|
|
|
TriHold[n1].vCompoTria[nCompo1][nTri1].SetP( SharedIndex[0],
|
|
TriHold[n2].ptCompoVert[nCompo2]) ;
|
|
TriHold[n2].vCompoTria[nCompo2][nTri2].SetP( SharedIndex[3],
|
|
TriHold[n1].ptCompoVert[nCompo1]) ;
|
|
|
|
TriHold[n1].vCompoTria[nCompo1][nTri1].Validate( true) ;
|
|
TriHold[n2].vCompoTria[nCompo2][nTri2].Validate( true) ;
|
|
|
|
bModified = true ;
|
|
break ;
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( bModified)
|
|
break ;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return true ;
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
bool
|
|
VolZmap::FlipEdgesBB( TriaMatrix& InterTria) const
|
|
{
|
|
// Numero di blocchi
|
|
size_t nBlocksNum = InterTria.size() ;
|
|
|
|
// ciclo sui blocchi
|
|
for ( size_t tFB = 0 ; tFB < nBlocksNum - 1 ; ++ tFB) {
|
|
|
|
int nFBijk[3] ;
|
|
GetBlockIJKFromN( int( tFB), nFBijk) ;
|
|
|
|
for ( size_t tLB = tFB + 1 ; tLB < nBlocksNum ; ++ tLB) {
|
|
|
|
int nLBijk[3] ;
|
|
GetBlockIJKFromN( int( tLB), nLBijk) ;
|
|
|
|
// Se i blocchi non sono adiacenti salto l'iterazione
|
|
if ( ! ( abs( nFBijk[0] - nLBijk[0]) <= 1 &&
|
|
abs( nFBijk[1] - nLBijk[1]) <= 1 &&
|
|
abs( nFBijk[2] - nLBijk[2]) <= 1))
|
|
continue ;
|
|
|
|
// Numero di voxel nei blocchi correnti
|
|
size_t nVoxelNumFB = InterTria[tFB].size() ;
|
|
size_t nVoxelNumLB = InterTria[tLB].size() ;
|
|
|
|
// Ciclo sui voxel dei due blocchi
|
|
for ( size_t tVFB = 0 ; tVFB < nVoxelNumFB ; ++ tVFB) {
|
|
for ( size_t tVLB = 0 ; tVLB < nVoxelNumLB ; ++ tVLB) {
|
|
|
|
// Se i voxel non sono adiacenti salto l'iterazione
|
|
if ( ! ( abs( InterTria[tFB][tVFB].i - InterTria[tLB][tVLB].i) <= 1 &&
|
|
abs( InterTria[tFB][tVFB].j - InterTria[tLB][tVLB].j) <= 1 &&
|
|
abs( InterTria[tFB][tVFB].k - InterTria[tLB][tVLB].k) <= 1))
|
|
|
|
continue ;
|
|
|
|
// Numero di componenti connesse dei voxel
|
|
size_t nCompoVFBNum = InterTria[tFB][tVFB].ptCompoVert.size() ;
|
|
size_t nCompoVLBNum = InterTria[tLB][tVLB].ptCompoVert.size() ;
|
|
|
|
// Ciclo sulle componenti connesse
|
|
for ( size_t tCmpF = 0 ; tCmpF < nCompoVFBNum ; ++ tCmpF) {
|
|
for ( size_t tCmpL = 0 ; tCmpL < nCompoVLBNum ; ++ tCmpL) {
|
|
|
|
// Numero di triangoli delle componenti connesse
|
|
size_t nTriFBNum = InterTria[tFB][tVFB].vCompoTria[tCmpF].size() ;
|
|
size_t nTriLBNum = InterTria[tLB][tVLB].vCompoTria[tCmpL].size() ;
|
|
|
|
for ( size_t tTriFB = 0 ; tTriFB < nTriFBNum ; ++ tTriFB) {
|
|
|
|
bool bModified = false ;
|
|
|
|
for ( size_t tTriLB = 0 ; tTriLB < nTriLBNum ; ++ tTriLB) {
|
|
|
|
INTVECTOR SharedIndex ;
|
|
|
|
for ( int nVertF = 0 ; nVertF < 3 ; ++ nVertF) {
|
|
for ( int nVertL = 0 ; nVertL < 3 ; ++ nVertL) {
|
|
|
|
Point3d ptPF = InterTria[tFB][tVFB].vCompoTria[tCmpF][tTriFB].GetP( nVertF) ;
|
|
Point3d ptPL = InterTria[tLB][tVLB].vCompoTria[tCmpL][tTriLB].GetP( nVertL) ;
|
|
|
|
if ( AreSamePointEpsilon( ptPF, ptPL, EPS_ZERO)) {
|
|
|
|
Point3d ptVertF = InterTria[tFB][tVFB].ptCompoVert[tCmpF] ;
|
|
Point3d ptVertL = InterTria[tLB][tVLB].ptCompoVert[tCmpL] ;
|
|
|
|
if ( ! ( AreSamePointEpsilon( ptPF, ptVertF, EPS_ZERO) ||
|
|
AreSamePointEpsilon( ptPL, ptVertL, EPS_ZERO))) {
|
|
|
|
SharedIndex.emplace_back( nVertF) ;
|
|
SharedIndex.emplace_back( nVertL) ;
|
|
}
|
|
}
|
|
|
|
if ( SharedIndex.size() > 2)
|
|
break ;
|
|
}
|
|
|
|
if ( SharedIndex.size() > 2)
|
|
break ;
|
|
}
|
|
|
|
// Si deve operare la modifica dei triangoli
|
|
if ( SharedIndex.size() > 2) {
|
|
|
|
// verifico che i due lai adiacenti siano controversi
|
|
int nProd = ( SharedIndex[2] - SharedIndex[0]) * ( SharedIndex[3] - SharedIndex[1]) ;
|
|
if ( nProd != 1 && nProd != - 2 && nProd != 4 && nProd != 0) {
|
|
|
|
InterTria[tFB][tVFB].vCompoTria[tCmpF][tTriFB].SetP( SharedIndex[0],
|
|
InterTria[tLB][tVLB].ptCompoVert[tCmpL]) ;
|
|
InterTria[tLB][tVLB].vCompoTria[tCmpL][tTriLB].SetP( SharedIndex[3],
|
|
InterTria[tFB][tVFB].ptCompoVert[tCmpF]) ;
|
|
|
|
InterTria[tFB][tVFB].vCompoTria[tCmpF][tTriFB].Validate( true) ;
|
|
InterTria[tLB][tVLB].vCompoTria[tCmpL][tTriLB].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].dMin - dEps &&
|
|
dZ[nGrid] < m_Values[nGrid][nPos][nIndex].dMax + dEps) {
|
|
|
|
++ nCount ;
|
|
break ;
|
|
}
|
|
nIndex += 1 ;
|
|
}
|
|
}
|
|
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 += 1) {
|
|
|
|
double dx1 = m_Values[1][nDexel][i].dMin ;
|
|
double dx2 = m_Values[1][nDexel][i].dMax ;
|
|
|
|
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 += 1) {
|
|
|
|
double dy1 = m_Values[2][nDexel][j].dMin ;
|
|
double dy2 = m_Values[2][nDexel][j].dMax ;
|
|
|
|
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 += 1) {
|
|
|
|
double dz1 = m_Values[0][nDexel][k].dMin ;
|
|
double dz2 = m_Values[0][nDexel][k].dMax ;
|
|
|
|
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) {
|
|
|
|
int n = int( nSize) - 1 ;
|
|
double dX = m_Values[1][nDexel][n].dMax ;
|
|
|
|
while ( n >= 0 && dX > dMinX - dEps) {
|
|
|
|
if ( dX < dMaxX + dEps) {
|
|
|
|
ptInt.x = dX ;
|
|
vtNormal = m_Values[1][nDexel][n].vtMaxN ;
|
|
bFound = true ;
|
|
break ;
|
|
}
|
|
|
|
n -= 1 ;
|
|
|
|
if ( n >= 0)
|
|
dX = m_Values[1][nDexel][n].dMax ;
|
|
}
|
|
}
|
|
else {
|
|
|
|
size_t n = 0 ;
|
|
double dX = m_Values[1][nDexel][n].dMin ;
|
|
|
|
while ( n < nSize && dX < dMaxX + dEps) {
|
|
|
|
if ( dX > dMinX - dEps) {
|
|
|
|
ptInt.x = dX ;
|
|
vtNormal = m_Values[1][nDexel][n].vtMinN ;
|
|
bFound = true ;
|
|
break ;
|
|
}
|
|
|
|
n += 1 ;
|
|
|
|
if ( n < nSize)
|
|
dX = m_Values[1][nDexel][n].dMin ;
|
|
}
|
|
}
|
|
|
|
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) {
|
|
|
|
int n = int( nSize) - 1 ;
|
|
double dY = m_Values[2][nDexel][n].dMax ;
|
|
|
|
while ( n >= 0 && dY > dMinY - dEps) {
|
|
|
|
if ( dY < dMaxY + dEps) {
|
|
|
|
ptInt.y = dY ;
|
|
vtNormal = m_Values[2][nDexel][n].vtMaxN ;
|
|
bFound = true ;
|
|
break ;
|
|
}
|
|
|
|
n -= 1 ;
|
|
|
|
if ( n >= 0)
|
|
dY = m_Values[2][nDexel][n].dMax ;
|
|
}
|
|
}
|
|
else {
|
|
|
|
size_t n = 0 ;
|
|
double dY = m_Values[2][nDexel][n].dMin ;
|
|
|
|
while ( n < nSize && dY < dMaxY + dEps) {
|
|
|
|
if ( dY > dMinY - dEps) {
|
|
|
|
ptInt.y = dY ;
|
|
vtNormal = m_Values[2][nDexel][n].vtMinN ;
|
|
bFound = true ;
|
|
break ;
|
|
}
|
|
|
|
n += 1 ;
|
|
|
|
if ( n < nSize)
|
|
dY = m_Values[2][nDexel][n].dMin ;
|
|
}
|
|
}
|
|
|
|
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) {
|
|
|
|
int n = int( nSize) - 1 ;
|
|
double dZ = m_Values[0][nDexel][n].dMax ;
|
|
|
|
while ( n >= 0 && dZ > dMinZ - dEps) {
|
|
|
|
if ( dZ < dMaxZ + dEps) {
|
|
|
|
ptInt.z = dZ ;
|
|
vtNormal = m_Values[0][nDexel][n].vtMaxN ;
|
|
bFound = true ;
|
|
break ;
|
|
}
|
|
|
|
n -= 1 ;
|
|
|
|
if ( n >= 0)
|
|
dZ = m_Values[0][nDexel][n].dMax ;
|
|
}
|
|
}
|
|
else {
|
|
|
|
size_t n = 0 ;
|
|
double dZ = m_Values[0][nDexel][n].dMin ;
|
|
|
|
while ( n < nSize && dZ < dMaxZ + dEps) {
|
|
|
|
if ( dZ > dMinZ - dEps) {
|
|
|
|
ptInt.z = dZ ;
|
|
vtNormal = m_Values[0][nDexel][n].vtMinN ;
|
|
bFound = true ;
|
|
break ;
|
|
}
|
|
|
|
n += 1 ;
|
|
|
|
if ( n < nSize)
|
|
dZ = m_Values[0][nDexel][n].dMin ;
|
|
}
|
|
}
|
|
|
|
if ( ! bFound)
|
|
|
|
ptInt.z = 0.5 * ( dMinZ + dMaxZ) ;
|
|
}
|
|
|
|
return bFound ;
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
bool
|
|
VolZmap::GetBlockIJKFromN( 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::GetBlockNFromIJK( int nIJK[], int& nBlock) 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 ;
|
|
|
|
// Determino il blocco
|
|
nBlock = m_nFracLin[0] * m_nFracLin[1] * nIJK[2] + m_nFracLin[0] * nIJK[1] + nIJK[0] ;
|
|
|
|
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, double dPrec) 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 ;
|
|
|
|
if ( dPrec < EPS_ZERO)
|
|
dPrec = 0 ;
|
|
|
|
Point3d ptPZmap = ptP ;
|
|
ptPZmap.ToLoc( m_MapFrame[0]) ;
|
|
|
|
bool bI = ptPZmap.x > ( nI + 0.5) * m_dStep - dPrec &&
|
|
ptPZmap.x < ( nI + 1.5) * m_dStep + dPrec ;
|
|
bool bJ = ptPZmap.y > ( nJ + 0.5) * m_dStep - dPrec &&
|
|
ptPZmap.y < ( nJ + 1.5) * m_dStep + dPrec ;
|
|
bool bK = ptPZmap.z > ( nK + 0.5) * m_dStep - dPrec &&
|
|
ptPZmap.z < ( nK + 1.5) * m_dStep + dPrec ;
|
|
|
|
return ( bI && bJ && bK) ;
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
bool
|
|
VolZmap::GetPointVoxel( const 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])) ;
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
bool
|
|
VolZmap::GetVoxelBlockIJK( const int nVoxIJK[], int nBlockIJK[]) const
|
|
{
|
|
// Controllo sull'ammissibilità del voxel
|
|
if ( nVoxIJK[0] <= -2 || nVoxIJK[0] >= int( m_nNx[0]) ||
|
|
nVoxIJK[1] <= -2 || nVoxIJK[1] >= int( m_nNy[0]) ||
|
|
nVoxIJK[2] <= -2 || nVoxIJK[2] >= int( m_nNy[1]))
|
|
return false ;
|
|
|
|
// Divisioni intere
|
|
int nIntRatio0 = nVoxIJK[0] / m_nDexNumPBlock ;
|
|
int nIntRatio1 = nVoxIJK[1] / m_nDexNumPBlock ;
|
|
int nIntRatio2 = nVoxIJK[2] / m_nDexNumPBlock ;
|
|
|
|
// Resti delle divisioni intere
|
|
/*int nMod0 = nVoxIJK[0] % m_nDexNumPBlock ;
|
|
int nMod1 = nVoxIJK[1] % m_nDexNumPBlock ;
|
|
int nMod2 = nVoxIJK[2] % m_nDexNumPBlock ;*/
|
|
|
|
// Calcolo indici del blocco
|
|
nBlockIJK[0] = ( nVoxIJK[0] == -1 ? 0 : max( 0, nIntRatio0 - ( nIntRatio0 == m_nFracLin[0] ? 1 : 0))) ;
|
|
nBlockIJK[1] = ( nVoxIJK[1] == -1 ? 0 : max( 0, nIntRatio1 - ( nIntRatio1 == m_nFracLin[1] ? 1 : 0))) ;
|
|
nBlockIJK[2] = ( nVoxIJK[2] == -1 ? 0 : max( 0, nIntRatio2 - ( nIntRatio2 == m_nFracLin[2] ? 1 : 0))) ;
|
|
|
|
return true ;
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
bool
|
|
VolZmap::GetAdjBlockToBlock( int nBlockN, int nDeltaI, int nDeltaJ, int nDeltaK, int& nAdjBlockN) const
|
|
{
|
|
// Test sulla validità degli incrementi su i,j,k
|
|
if ( nDeltaI < - 1 || nDeltaI > 1 ||
|
|
nDeltaJ < - 1 || nDeltaJ > 1 ||
|
|
nDeltaK < - 1 || nDeltaK > 1)
|
|
return false ;
|
|
|
|
// Determino blocco adiacente
|
|
nAdjBlockN = nBlockN ;
|
|
nAdjBlockN += nDeltaI ;
|
|
nAdjBlockN += nDeltaJ * m_nFracLin[0] ;
|
|
nAdjBlockN += nDeltaK * m_nFracLin[0] * m_nFracLin[1] ;
|
|
|
|
// Se il blocco adiacente esiste restituisco vero, altrimenti falso.
|
|
return ( nAdjBlockN > -1 && nAdjBlockN < int( m_nNumBlock)) ;
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
bool
|
|
VolZmap::IsAVoxelOnBoundary( const int nLimits[], const int nIJK[], bool bType) const
|
|
{
|
|
// Test sulla validità dei limiti
|
|
if ( nLimits[0] < -1 || nLimits[0] > int( m_nNx[0]) ||
|
|
nLimits[1] < -1 || nLimits[1] > int( m_nNx[0]) ||
|
|
nLimits[2] < -1 || nLimits[2] > int( m_nNy[0]) ||
|
|
nLimits[3] < -1 || nLimits[3] > int( m_nNy[0]) ||
|
|
nLimits[4] < -1 || nLimits[4] > int( m_nNy[1]) ||
|
|
nLimits[5] < -1 || nLimits[5] > int( m_nNy[1]))
|
|
return false ;
|
|
|
|
// Controllo sull'ammissibilità del voxel
|
|
if ( nIJK[0] <= -2 || nIJK[0] >= int( m_nNx[0]) ||
|
|
nIJK[1] <= -2 || nIJK[1] >= int( m_nNx[1]) ||
|
|
nIJK[2] <= -2 || nIJK[2] >= int( m_nNy[1]))
|
|
return false ;
|
|
|
|
// Se bType è vero cerchiamo i voxel che
|
|
// confinano con quelli di atri blocchi,
|
|
if ( bType) {
|
|
|
|
int nCurrentBlockIJK[3] ;
|
|
GetVoxelBlockIJK( nIJK, nCurrentBlockIJK) ;
|
|
|
|
// Condizione necessaria è che il voxel sia sulla frontiera
|
|
if ( IsAVoxelOnBoundary( nLimits, nIJK, false)) {
|
|
|
|
// Ciclo sulle posizioni possibili dei voxel adiacenti
|
|
for ( int nDeltaI = -1 ; nDeltaI <= 1 ; ++ nDeltaI) {
|
|
for ( int nDeltaJ = -1 ; nDeltaJ <= 1 ; ++ nDeltaJ) {
|
|
for ( int nDeltaK = -1 ; nDeltaK <= 1 ; ++ nDeltaK) {
|
|
|
|
if ( nDeltaI == 0 && nDeltaJ == 0 && nDeltaK == 0)
|
|
continue ;
|
|
|
|
// Indici dei voxel adiacenti
|
|
int nAdjIJK[3] = { nIJK[0] + nDeltaI, nIJK[1] + nDeltaJ, nIJK[2] + nDeltaK} ;
|
|
|
|
int nAdjBlockIJK[3] ;
|
|
|
|
// Determino (se esiste) il blocco in cui cade il voxel adiacente.
|
|
if ( GetVoxelBlockIJK( nAdjIJK, nAdjBlockIJK)) {
|
|
|
|
if ( nAdjBlockIJK[0] > -1 && nAdjBlockIJK[0] < int( m_nFracLin[0]) &&
|
|
nAdjBlockIJK[1] > -1 && nAdjBlockIJK[1] < int( m_nFracLin[1]) &&
|
|
nAdjBlockIJK[2] > -1 && nAdjBlockIJK[2] < int( m_nFracLin[2]) &&
|
|
( nCurrentBlockIJK[0] != nAdjBlockIJK[0] ||
|
|
nCurrentBlockIJK[1] != nAdjBlockIJK[1] ||
|
|
nCurrentBlockIJK[2] != nAdjBlockIJK[2])) {
|
|
|
|
return true ;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
// altrimenti cerchiamo i voxel che
|
|
// sono sulla frontiera del blocco.
|
|
else {
|
|
|
|
if ( nIJK[0] == nLimits[0] || nIJK[0] == nLimits[1] -1 ||
|
|
nIJK[1] == nLimits[2] || nIJK[1] == nLimits[3] -1 ||
|
|
nIJK[2] == nLimits[4] || nIJK[2] == nLimits[5] -1)
|
|
return true ;
|
|
}
|
|
return false ;
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
bool
|
|
VolZmap::IsATriangleOnBorder( const Triangle3d& trTria, const Point3d& ptVert,
|
|
const int nBlockLimits[], const int nVoxIJK[]) const
|
|
{
|
|
// Se il triangolo ha area nulla non proseguiamo
|
|
if ( trTria.GetArea())
|
|
return false ;
|
|
|
|
// Se il voxel sta sulla frontiera contino,
|
|
if ( IsAVoxelOnBoundary( nBlockLimits, nVoxIJK, true)) {
|
|
|
|
double dSqEps = EPS_SMALL * EPS_SMALL ;
|
|
|
|
Point3d ptFirstGrPt, ptSecondGrPt ;
|
|
|
|
int nCount = 0 ;
|
|
|
|
if ( SqDist( trTria.GetP( 0), ptVert) > dSqEps) {
|
|
|
|
ptFirstGrPt = trTria.GetP( 0) ;
|
|
nCount ++ ;
|
|
}
|
|
|
|
if ( SqDist( trTria.GetP( 1), ptVert) > dSqEps) {
|
|
|
|
if ( nCount == 0) {
|
|
|
|
ptFirstGrPt = trTria.GetP( 1) ;
|
|
nCount ++ ;
|
|
}
|
|
else if ( nCount == 1) {
|
|
|
|
ptSecondGrPt = trTria.GetP( 1) ;
|
|
nCount ++ ;
|
|
}
|
|
}
|
|
|
|
if ( SqDist( trTria.GetP( 2), ptVert) > dSqEps) {
|
|
|
|
if ( nCount == 1) {
|
|
|
|
ptSecondGrPt = trTria.GetP( 2) ;
|
|
nCount ++ ;
|
|
}
|
|
}
|
|
|
|
/* Altro modo:
|
|
std::vector<Point3d> vPt ;
|
|
for ( int nC = 0 ; nC < 3 ; ++ nC)
|
|
if ( SqDist( trTria.GetP( 0), ptVert) > dSqEps)
|
|
vPt.emplace_back( trTria.GetP( 0)) ;
|
|
if ( vPt.size() == 2)
|
|
......*/
|
|
|
|
|
|
if ( nVoxIJK[0] == nBlockLimits[0]) {
|
|
|
|
double dXGrid = ( nBlockLimits[0] + 0.5) * m_dStep ;
|
|
|
|
if ( abs( ptFirstGrPt.x - dXGrid) < EPS_SMALL &&
|
|
abs( ptSecondGrPt.x - dXGrid) < EPS_SMALL)
|
|
|
|
return true ;
|
|
}
|
|
if ( nVoxIJK[1] == nBlockLimits[2]) {
|
|
|
|
double dYGrid = ( nBlockLimits[2] + 0.5) * m_dStep ;
|
|
|
|
if ( abs( ptFirstGrPt.y - dYGrid) < EPS_SMALL &&
|
|
abs( ptSecondGrPt.y - dYGrid) < EPS_SMALL)
|
|
|
|
return true ;
|
|
}
|
|
if ( nVoxIJK[2] == nBlockLimits[4]) {
|
|
|
|
double dZGrid = ( nBlockLimits[4] + 0.5) * m_dStep ;
|
|
|
|
if ( abs( ptFirstGrPt.z - dZGrid) < EPS_SMALL &&
|
|
abs( ptSecondGrPt.z - dZGrid) < EPS_SMALL)
|
|
|
|
return true ;
|
|
}
|
|
if ( nVoxIJK[0] + 1 == nBlockLimits[1]) {
|
|
|
|
double dXGrid = ( nBlockLimits[1] + 0.5) * m_dStep ;
|
|
|
|
if ( abs( ptFirstGrPt.x - dXGrid) < EPS_SMALL &&
|
|
abs( ptSecondGrPt.x - dXGrid) < EPS_SMALL)
|
|
|
|
return true ;
|
|
}
|
|
if ( nVoxIJK[1] + 1 == nBlockLimits[3]) {
|
|
|
|
double dYGrid = ( nBlockLimits[3] + 0.5) * m_dStep ;
|
|
|
|
if ( abs( ptFirstGrPt.y - dYGrid) < EPS_SMALL &&
|
|
abs( ptSecondGrPt.y - dYGrid) < EPS_SMALL)
|
|
|
|
return true ;
|
|
}
|
|
if ( nVoxIJK[2] + 1 == nBlockLimits[5]) {
|
|
|
|
double dZGrid = ( nBlockLimits[5] + 0.5) * m_dStep ;
|
|
|
|
if ( abs( ptFirstGrPt.z - dZGrid) < EPS_SMALL &&
|
|
abs( ptSecondGrPt.z - dZGrid) < EPS_SMALL)
|
|
|
|
return true ;
|
|
} return true ;
|
|
|
|
/*Altro modo
|
|
for ( int nC = 0 ; nC < 3 ; ++ nC) {
|
|
|
|
if ( nVoxIJK[nC] == nBlockLimits[2*nC]) {
|
|
|
|
double dGrid = ( nBlockLimits[2*nC] + 0.5) * m_dStep ;
|
|
|
|
if ( abs( ptFirstGrPt.v[nC] - dGrid) < EPS_SMALL &&
|
|
abs( ptSecondGrPt.v[nC] - dGrid) < EPS_SMALL)
|
|
|
|
return true ;
|
|
}
|
|
|
|
if ( nVoxIJK[nC] + 1 == nBlockLimits[2*nC+1]) {
|
|
|
|
double dGrid = ( nBlockLimits[2*nC+1] + 0.5) * m_dStep ;
|
|
|
|
if ( abs( ptFirstGrPt.v[nC] - dGrid) < EPS_SMALL &&
|
|
abs( ptSecondGrPt.v[nC] - dGrid) < EPS_SMALL)
|
|
|
|
return true ;
|
|
}
|
|
}*/
|
|
}
|
|
// altrimenti non può starci il triangolo
|
|
else
|
|
return false ;
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
bool
|
|
VolZmap::IsATriangleOnBorder( const Triangle3d& trTria, const Point3d& ptVert,
|
|
const int nBlockLimits[], const int nVoxIJK[], bool bBorderBox) const
|
|
{
|
|
// Se il voxel è di frontiera continuo,
|
|
if ( bBorderBox) {
|
|
|
|
// Se il triangolo ha area nulla non proseguiamo
|
|
if ( trTria.GetArea() < EPS_SMALL)
|
|
return false ;
|
|
|
|
// Determino i punti del triangolo sulla griglia
|
|
double dSqEps = EPS_SMALL * EPS_SMALL ;
|
|
|
|
int nNotVert[2] ;
|
|
int nCount = 0 ;
|
|
|
|
for ( int nV = 0 ; nV < 3 ; ++ nV) {
|
|
|
|
if ( SqDist( trTria.GetP( nV), ptVert) > dSqEps) {
|
|
|
|
if ( nCount == 0) {
|
|
|
|
nNotVert[nCount] = nV ;
|
|
}
|
|
else if ( nCount == 1) {
|
|
|
|
nNotVert[nCount] = nV ;
|
|
}
|
|
|
|
nCount ++ ;
|
|
}
|
|
}
|
|
|
|
// Se nCount != 2 deve esserci un errore
|
|
if ( nCount != 2)
|
|
return false ;
|
|
|
|
// Punti del triangolo sulla griglia
|
|
Point3d ptFirstGrPt = trTria.GetP( nNotVert[0]) ;
|
|
Point3d ptSecondGrPt = trTria.GetP( nNotVert[1]) ;
|
|
|
|
// Verifico se tali punti sono sula griglia
|
|
for ( int nC = 0 ; nC < 3 ; ++ nC) {
|
|
|
|
if ( nVoxIJK[nC] == nBlockLimits[2*nC]) {
|
|
|
|
double dGrid = ( nBlockLimits[2*nC] + 0.5) * m_dStep ;
|
|
|
|
if ( abs( ptFirstGrPt.v[nC] - dGrid) < EPS_SMALL &&
|
|
abs( ptSecondGrPt.v[nC] - dGrid) < EPS_SMALL)
|
|
|
|
return true ;
|
|
}
|
|
|
|
if ( nVoxIJK[nC] + 1 == nBlockLimits[2*nC+1]) {
|
|
|
|
double dGrid = ( nBlockLimits[2*nC+1] + 0.5) * m_dStep ;
|
|
|
|
if ( abs( ptFirstGrPt.v[nC] - dGrid) < EPS_SMALL &&
|
|
abs( ptSecondGrPt.v[nC] - dGrid) < EPS_SMALL)
|
|
|
|
return true ;
|
|
}
|
|
}
|
|
return false ;
|
|
}
|
|
// altrimenti non ha senso continuare
|
|
else
|
|
return false ;
|
|
}
|
|
|
|
|