Files
EgtGeomKernel/VolZmapGraphics.cpp
T
Dario Sassi 86cd1346ec EgtGeomKernel 2.1b3 :
- razionalizzazione interfaccia Zmap e SurfTm.
2019-02-13 08:33:18 +00:00

4397 lines
215 KiB
C++

//----------------------------------------------------------------------------
// EgalTech 2015-2018
//----------------------------------------------------------------------------
// File : VolZmap.cpp Data : 22.05.18 Versione : 1.9e4
// Contenuto : Implementazione della classe Volume Zmap (tre griglie)
//
//
//
// Modifiche : 22.01.15 DS Creazione modulo.
//
//
//----------------------------------------------------------------------------
//--------------------------- Include ----------------------------------------
#include "stdafx.h"
#include "CurveLine.h"
#include "VolZmap.h"
#include "GeoConst.h"
#include "MC_Tables.h"
#include "PolygonPlane.h"
#include "/EgtDev/Include/EGkIntervals.h"
#include "/EgtDev/Include/EGkStringUtils3d.h"
#include "/EgtDev/Include/EgtNumUtils.h"
#include "/EgtDev/Extern/Eigen/Core"
#include "/EgtDev/Extern/Eigen/SVD"
using namespace std ;
// ------------------------- Tipi per SVD con Eigen ------------------------------------------------------------------------------
static const int MAX_FAN_BASE_VERTS = 7 ;
typedef Eigen::Matrix<double, Eigen::Dynamic, Eigen::Dynamic, Eigen::ColMajor, MAX_FAN_BASE_VERTS, 3> SvdMatrix ;
typedef Eigen::Matrix<double, Eigen::Dynamic, 1, Eigen::ColMajor, MAX_FAN_BASE_VERTS, 1> SvdVector ;
typedef Eigen::JacobiSVD<SvdMatrix, Eigen::QRPreconditioners::ColPivHouseholderQRPreconditioner> SvdDecomposer ;
// ------------------------- TABELLA BLOCCHI ADIACENTI ----------------------------------------------------------------------------
static int NeighbourTable[8][4] = {
{0, -1, -1, -1},
{1, 1, -1, -1},
{1, 1, 2, -1},
{2, 1, 2, -1},
{1, 3, -1, -1},
{2, 1, 3, -1},
{2, 2, 3, -1},
{3, 1, 2, 3}
} ;
// ------------------------- FUNZIONE TEST SULLE NORMALI --------------------------------------------------------------------------
enum FatureType { NO_FEATURE = 0, CORNER = 1, EDGE = 2} ;
enum CanonicDir { X_PLUS = 1, X_MINUS = -1, Y_PLUS = 2, Y_MINUS = -2, Z_PLUS = 3, Z_MINUS = -3} ;
//----------------------------------------------------------------------------
bool
Config2VertOrder( int nInd)
{
if ( nInd == 111 || nInd == 119 || nInd == 159 || nInd == 187 || nInd == 207 || nInd == 221 ||
nInd == 238 || nInd == 243 || nInd == 246 || nInd == 249 || nInd == 205)
return true ;
return false ;
}
//----------------------------------------------------------------------------
int
TestOnNormal( const AppliedVector CompoField[], int nCompoElem)
{
// Cerco la massima deviazione tra le normali nei punti della parte connessa
int nI, nJ ;
double dMinCosTheta = 2 ;
for ( int i = 0 ; i < nCompoElem ; ++ i) {
for ( int j = i + 1 ; j < nCompoElem ; ++ j) {
double dCurrCos = CompoField[i].vtVec * CompoField[j].vtVec ;
if ( dCurrCos < dMinCosTheta) {
dMinCosTheta = dCurrCos ;
nI = i ;
nJ = j ;
}
}
}
// Se la massima deviazione non supera il limite non è feature
const double SHARP_COS_SUP = 0.866 ;
const double SHARP_COS_INF = - 0.985 ;
if ( dMinCosTheta >= SHARP_COS_SUP || dMinCosTheta <= SHARP_COS_INF)
return NO_FEATURE ;
// Verifico se Edge o Corner
// direzione perpendicolare alle normali con massima differenza (potenziale edge)
Vector3d vtK = CompoField[nI].vtVec ^ CompoField[nJ].vtVec ;
vtK.Normalize() ;
// cerco normale con massima vicinanza al potenziale edge
double dMaxAbsCos = 0 ;
for ( int i = 0 ; i < nCompoElem ; ++ i) {
double dAbsCurrentCos = abs( CompoField[i].vtVec * vtK) ;
if ( dAbsCurrentCos > dMaxAbsCos)
dMaxAbsCos = dAbsCurrentCos ;
}
// se esiste normale diretta quasi come potenziale edge, allora corner
const double CORNER_COS = 0.5 ;
if ( dMaxAbsCos > CORNER_COS)
return CORNER ;
else
return EDGE ;
}
//----------------------------------------------------------------------------
bool
CanonicPlaneTest( const AppliedVector CompoField[], int nDir, double& dPos, int& nTool)
{
// Verifico posizione dei punti
int nI ;
switch ( nDir) {
case X_PLUS : case X_MINUS : nI = 0 ; break ;
case Y_PLUS : case Y_MINUS : nI = 1 ; break ;
case Z_PLUS : case Z_MINUS : nI = 2 ; break ;
}
double dPos0 = CompoField[0].ptPApp.v[nI] ;
double dPos1 = CompoField[1].ptPApp.v[nI] ;
double dPos2 = CompoField[2].ptPApp.v[nI] ;
double dPos3 = CompoField[3].ptPApp.v[nI] ;
dPos = ( dPos0 + dPos1 + dPos2 + dPos3) / 4 ;
if ( abs( dPos0 - dPos) > EPS_SMALL || abs( dPos1 - dPos) > EPS_SMALL ||
abs( dPos2 - dPos) > EPS_SMALL || abs( dPos3 - dPos) > EPS_SMALL)
return false ;
// Verifico direzione normali
Vector3d vtN ;
switch ( nDir) {
case X_PLUS : vtN = X_AX ; break ;
case X_MINUS : vtN = - X_AX ; break ;
case Y_PLUS : vtN = Y_AX ; break ;
case Y_MINUS : vtN = - Y_AX ; break ;
case Z_PLUS : vtN = Z_AX ; break ;
case Z_MINUS : vtN = - Z_AX ; break ;
}
int nDifferent = 0 ;
for ( int i = 0 ; i < 4 ; ++ i) {
if ( CompoField[i].vtVec * vtN < 0.999)
return false ;
for ( int j = i + 1 ; j < 4 ; ++ j) {
if ( CompoField[i].nPropIndex != CompoField[j].nPropIndex)
++ nDifferent ;
else
nTool = CompoField[i].nPropIndex ;
}
}
if ( nDifferent > 3)
return false ;
// Superati tutti i test
return true ;
}
//----------------------------------------------------------------------------
bool
DotTest( const AppliedVector CompoField[], int nCompoElem, Vector3d& vtAvg, double dThreshold = 0)
{
// Cerco la massima deviazione tra le normali nei punti della parte connessa
double dMinCosTheta = 2 ;
for ( int i = 0 ; i < nCompoElem ; ++ i) {
for ( int j = i + 1 ; j < nCompoElem ; ++ j) {
double dCurrCos = CompoField[i].vtVec * CompoField[j].vtVec ;
if ( dCurrCos < dMinCosTheta) {
dMinCosTheta = dCurrCos ;
}
}
}
// se normali sparpagliate oltre limite
if ( dMinCosTheta < dThreshold)
return false ;
// determino media delle normali
vtAvg = V_NULL ;
for ( int i = 0 ; i < nCompoElem ; ++ i)
vtAvg += CompoField[i].vtVec ;
vtAvg /= nCompoElem ;
return true ;
}
//----------------------------------------------------------------------------
bool
CreateBigTriangleXY( double dMinX, double dMaxX, double dMinY, double dMaxY, double dZ,
bool bNormZPlus, int nGrade, Triangle3dEx& trTria1, Triangle3dEx& trTria2)
{
// Punti che definiscono il perimetro del rettangolo
Point3d ptP0( dMinX, dMinY, dZ) ;
Point3d ptP1( dMinX, dMaxY, dZ) ;
Point3d ptP2( dMaxX, dMaxY, dZ) ;
Point3d ptP3( dMaxX, dMinY, dZ) ;
// Versore normale diretto come Z+
if ( bNormZPlus) {
trTria1.Set( ptP0, ptP2, ptP1) ;
trTria2.Set( ptP0, ptP3, ptP2) ;
}
// Versore normale diretto come Z-
else {
trTria1.Set( ptP0, ptP1, ptP2) ;
trTria2.Set( ptP0, ptP2, ptP3) ;
}
trTria1.SetGrade( nGrade) ;
trTria2.SetGrade( nGrade) ;
return trTria1.Validate( true) && trTria2.Validate( true) ;
}
//----------------------------------------------------------------------------
bool
CreateBigTriangleXZ( double dMinX, double dMaxX, double dMinZ, double dMaxZ, double dY,
bool bNormYPlus, int nGrade, Triangle3dEx& trTria1, Triangle3dEx& trTria2)
{
// Punti che definiscono il perimetro del rettangolo
Point3d ptP0( dMinX, dY, dMinZ) ;
Point3d ptP1( dMinX, dY, dMaxZ) ;
Point3d ptP2( dMaxX, dY, dMaxZ) ;
Point3d ptP3( dMaxX, dY, dMinZ) ;
// Versore normale diretto come Y+
if ( bNormYPlus) {
trTria1.Set( ptP0, ptP1, ptP2) ;
trTria2.Set( ptP0, ptP2, ptP3) ;
}
// Versore normale diretto come Y-
else {
trTria1.Set( ptP0, ptP2, ptP1) ;
trTria2.Set( ptP0, ptP3, ptP2) ;
}
trTria1.SetGrade( nGrade) ;
trTria2.SetGrade( nGrade) ;
return trTria1.Validate( true) && trTria2.Validate( true) ;
}
//----------------------------------------------------------------------------
bool
CreateBigTriangleYZ( double dMinY, double dMaxY, double dMinZ, double dMaxZ, double dX,
bool bNormXPlus, int nGrade, Triangle3dEx& trTria1, Triangle3dEx& trTria2)
{
// Punti che definiscono il perimetro del rettangolo
Point3d ptP0( dX, dMinY, dMinZ) ;
Point3d ptP1( dX, dMinY, dMaxZ) ;
Point3d ptP2( dX, dMaxY, dMaxZ) ;
Point3d ptP3( dX, dMaxY, dMinZ) ;
// Versore normale diretto come X+
if ( bNormXPlus) {
trTria1.Set( ptP0, ptP2, ptP1) ;
trTria2.Set( ptP0, ptP3, ptP2) ;
}
// Versore normale diretto come X-
else {
trTria1.Set( ptP0, ptP1, ptP2) ;
trTria2.Set( ptP0, ptP2, ptP3) ;
}
trTria1.SetGrade( nGrade) ;
trTria2.SetGrade( nGrade) ;
return trTria1.Validate( true) && trTria2.Validate( true) ;
}
//----------------------------------------------------------------------------
bool
VolZmap::FindAdjComp( const vector<VoxelContainer>& vVecVox, int nCurBlock, int nCurVox, int nCurComp,
INTVECTOR& vAdjBlockVoxComp, INTVECTOR& vAdjBordBlockVoxComp) const
{
// Controllo sulla validità del blocco
if ( nCurBlock < 0 || nCurBlock >= int( m_nNumBlock))
return false ;
// Calcolo gli indici ijk minimi e massimi dei voxel del blocco
// Vettore indici i,j,k del blocco
int nIJK[3] ;
GetBlockIJKFromN( nCurBlock, nIJK) ;
// Vettore limiti sugli indici dei voxel del blocco
int nLimits[6] ;
GetBlockLimitsIJK( nIJK, nLimits) ;
// Voxel corrente
// Determino gli indici ijk del voxel corrente
int nCurIJK[3] ;
GetVoxIJKFromN( nCurVox, nCurIJK[0], nCurIJK[1], nCurIJK[2]) ;
bool bInnerVox = ! IsAVoxelOnBoundary( nLimits, nCurIJK, true) ;
Voxel CurVox = bInnerVox ? ( * vVecVox[nCurBlock].find( nCurVox)).second :
( * m_InterBlockVox[nCurBlock].find( nCurVox)).second ;
// Ciclo su tutti i voxel adiacenti
for ( int nI = - 1 ; nI <= 1 ; ++ nI) {
for ( int nJ = - 1 ; nJ <= 1 ; ++ nJ) {
for ( int nK = - 1 ; nK <= 1 ; ++ nK) {
// Salto il voxel stesso
if ( nI == 0 && nJ == 0 && nK == 0)
continue ;
// Indici del voxel adiacente
int nAdjVoxIJK[3] = { nCurIJK[0] + nI, nCurIJK[1] + nJ, nCurIJK[2] + nK} ;
// Risalgo all'indice del voxel adiacente (chiave) a partire dagli indici ijk
int nAdjVoxInd ;
if ( GetVoxNFromIJK( nAdjVoxIJK[0], nAdjVoxIJK[1], nAdjVoxIJK[2], nAdjVoxInd)) {
// Risalgo al blocco del voxel adiacente
int nAdjBlockIJK[3] ;
// Se tale blocco esiste
if ( GetVoxelBlockIJK( nAdjVoxIJK, nAdjBlockIJK)) {
// Risalgo all'indice del blocco adiacente dai suoi indici ijk
int nAdjBlockInd ;
GetBlockNFromIJK( nAdjBlockIJK, nAdjBlockInd) ;
// Se tale blocco è stato aggiornato, il voxel adiacente contiene componenti feature ed è interno
if ( m_BlockToUpdate[nAdjBlockInd] &&
vVecVox[nAdjBlockInd].find( nAdjVoxInd) != vVecVox[nAdjBlockInd].end()) {
// Accedo al voxel adiacente
Voxel AdjVox = ( * vVecVox[nAdjBlockInd].find( nAdjVoxInd)).second ;
// Valuto la connessione fra le componenti dei due voxels
bool bConnected = false ;
for ( int nAdjComp = 0 ; nAdjComp < AdjVox.nNumComp ; ++ nAdjComp) {
for ( int nCurV = 0 ; nCurV < CurVox.Compo[nCurComp].nVertNum ; ++ nCurV) {
int nNextCurV = ( nCurV + 1) % CurVox.Compo[nCurComp].nVertNum ;
for ( int nAdjV = 0 ; nAdjV < AdjVox.Compo[nAdjComp].nVertNum ; ++ nAdjV) {
int nVextAdjV = ( nAdjV + 1) % AdjVox.Compo[nAdjComp].nVertNum ;
Point3d ptV = CurVox.Compo[nCurComp].CompVecField[nCurV].ptPApp ;
Point3d ptVN = CurVox.Compo[nCurComp].CompVecField[nNextCurV].ptPApp ;
Point3d ptAdV = AdjVox.Compo[nAdjComp].CompVecField[nAdjV].ptPApp ;
Point3d ptAdVN = AdjVox.Compo[nAdjComp].CompVecField[nVextAdjV].ptPApp ;
if ( AreSamePointExact( ptV, ptAdVN) &&/*||*/ AreSamePointExact( ptVN, ptAdV)) {
bConnected = true ;
break ;
}
}
if ( bConnected)
break ;
}
if ( bConnected) {
vAdjBlockVoxComp.emplace_back( nAdjBlockInd) ;
vAdjBlockVoxComp.emplace_back( nAdjVoxInd) ;
vAdjBlockVoxComp.emplace_back( nAdjComp) ;
}
}
}
// A prescindere dal fatto che il blocco sia stato aggiornato,
// se il voxel è di frontiera lo analizzo.
if ( m_InterBlockVox[nAdjBlockInd].find( nAdjVoxInd) != m_InterBlockVox[nAdjBlockInd].end()) {
// Accedo al voxel adiacente
Voxel AdjVox = ( * m_InterBlockVox[nAdjBlockInd].find( nAdjVoxInd)).second ;
// Valuto la connessione fra le componenti dei due voxels
bool bConnected = false ;
for ( int nAdjComp = 0 ; nAdjComp < AdjVox.nNumComp ; ++ nAdjComp) {
for ( int nCurV = 0 ; nCurV < CurVox.Compo[nCurComp].nVertNum ; ++ nCurV) {
int nNextCurV = ( nCurV + 1) % CurVox.Compo[nCurComp].nVertNum ;
for ( int nAdjV = 0 ; nAdjV < AdjVox.Compo[nAdjComp].nVertNum ; ++ nAdjV) {
int nVextAdjV = ( nAdjV + 1) % AdjVox.Compo[nAdjComp].nVertNum ;
Point3d ptV = CurVox.Compo[nCurComp].CompVecField[nCurV].ptPApp ;
Point3d ptVN = CurVox.Compo[nCurComp].CompVecField[nNextCurV].ptPApp ;
Point3d ptAdV = AdjVox.Compo[nAdjComp].CompVecField[nAdjV].ptPApp ;
Point3d ptAdVN = AdjVox.Compo[nAdjComp].CompVecField[nVextAdjV].ptPApp ;
if ( AreSamePointExact( ptV, ptAdVN) &&/*||*/ AreSamePointExact( ptVN, ptAdV)) {
bConnected = true ;
break ;
}
}
if ( bConnected)
break ;
}
if ( bConnected) {
vAdjBordBlockVoxComp.emplace_back( nAdjBlockInd) ;
vAdjBordBlockVoxComp.emplace_back( nAdjVoxInd) ;
vAdjBordBlockVoxComp.emplace_back( nAdjComp) ;
}
}
}
}
}
}
}
}
return true ;
}
// ------------------------- VISUALIZZAZIONE --------------------------------------------------------------------------------------
//----------------------------------------------------------------------------
bool
VolZmap::GetDexelLines( int nDir, int nPos1, int nPos2, POLYLINELIST& lstPL) const
{
// Se richiesti spilloni ( 0 <= nDir < 3)
if ( nDir < 3) {
// Controllo l'ammissibilità della griglia
if ( nDir < 0 || nDir > 2)
return false ;
// Verifiche sugli indici
if ( nPos1 < 0 || nPos1 >= int( m_nNx[nDir]) || nPos2 < 0 || nPos2 >= int( m_nNy[nDir]))
return false ;
int nPos = nPos1 + nPos2 * m_nNx[nDir] ;
if ( nPos < 0 || nPos >= int( m_Values[nDir].size()))
return false ;
// Definisco un sistema di riferimento opportuno
Frame3d frMapFrame ;
if ( nDir == 0)
frMapFrame = m_MapFrame ;
else if ( nDir == 1)
frMapFrame.Set( m_MapFrame.Orig(), m_MapFrame.VersY(), m_MapFrame.VersZ(), m_MapFrame.VersX()) ;
else if ( nDir == 2)
frMapFrame.Set( m_MapFrame.Orig(), m_MapFrame.VersZ(), m_MapFrame.VersX(), m_MapFrame.VersY()) ;
// Calcolo coordinate punto
double dX = m_dStep * ( 0.5 + nPos1) ;
double dY = m_dStep * ( 0.5 + nPos2) ;
// Determino il punto di partenza sulla griglia
Point3d ptP = frMapFrame.Orig() + dX * frMapFrame.VersX() + dY * frMapFrame.VersY() ;
// Creo le polilinee
for ( int j = 0 ; j < int( m_Values[nDir][nPos].size()) ; j += 1) {
// aggiungo polilinea a lista
lstPL.emplace_back() ;
// inserisco punti estremi
lstPL.back().AddUPoint( 0, ptP + m_Values[nDir][nPos][j].dMin * frMapFrame.VersZ()) ;
lstPL.back().AddUPoint( 1, ptP + m_Values[nDir][nPos][j].dMax * frMapFrame.VersZ()) ;
}
return true ;
}
// altrimenti richieste normali ( 3 <= nDir < 6)
else {
// riporto a indice griglia
nDir -= 3 ;
// Controllo l'ammissibilità della griglia
if ( nDir < 0 || nDir > 2)
return false ;
// Verifiche sugli indici
if ( nPos1 < 0 || nPos1 >= int( m_nNx[nDir]) || nPos2 < 0 || nPos2 >= int( m_nNy[nDir]))
return false ;
int nPos = nPos1 + nPos2 * m_nNx[nDir] ;
if ( nPos < 0 || nPos >= int( m_Values[nDir].size()))
return false ;
// Definisco un sistema di riferimento opportuno
Frame3d frMapFrame ;
if ( nDir == 0)
frMapFrame = m_MapFrame ;
else if ( nDir == 1)
frMapFrame.Set( m_MapFrame.Orig(), m_MapFrame.VersY(), m_MapFrame.VersZ(), m_MapFrame.VersX()) ;
else if ( nDir == 2)
frMapFrame.Set( m_MapFrame.Orig(), m_MapFrame.VersZ(), m_MapFrame.VersX(), m_MapFrame.VersY()) ;
// Calcolo coordinate punto
double dX = m_dStep * ( 0.5 + nPos1) ;
double dY = m_dStep * ( 0.5 + nPos2) ;
// Determino il punto di partenza sulla griglia
Point3d ptP = frMapFrame.Orig() + dX * frMapFrame.VersX() + dY * frMapFrame.VersY() ;
// Creo le polilinee
for ( int j = 0 ; j < int( m_Values[nDir][nPos].size()) ; j += 1) {
// aggiungo polilinea a lista
lstPL.emplace_back() ;
// calcolo e inserisco punto inizio spillone
Point3d ptQ = ptP + m_Values[nDir][nPos][j].dMin * frMapFrame.VersZ() ;
lstPL.back().AddUPoint( 0, ptQ) ;
// calcolo e inserisco punto su termine sua normale
Vector3d vtV = m_Values[nDir][nPos][j].vtMinN ;
vtV.ToGlob( m_MapFrame) ;
lstPL.back().AddUPoint( 1, ptQ + vtV * m_dStep / 4) ;
// aggiungo polilinea a lista
lstPL.emplace_back() ;
// calcolo e inserisco punto fine spillone
Point3d ptR = ptP + m_Values[nDir][nPos][j].dMax * frMapFrame.VersZ() ;
lstPL.back().AddUPoint( 0, ptR) ;
// calcolo e inserisco punto su termine sua normale
Vector3d vtW = m_Values[nDir][nPos][j].vtMaxN ;
vtW.ToGlob( m_MapFrame) ;
lstPL.back().AddUPoint( 1, ptR + vtW * m_dStep / 4) ;
}
return true ;
}
}
//----------------------------------------------------------------------------
bool
VolZmap::GetBlockTriangles( int nBlock, TRIA3DEXVECTOR& vTria) const
{
// Dexel (singola mappa)
if ( m_nMapNum == 1) {
// se il blocco non esiste, errore
if ( nBlock < 0 || nBlock > m_nNumBlock - 1)
return false ;
// lancio eventuale aggiornamento pendente della grafica
UpdateSingleMapGraphics() ;
// copio i triangoli
vTria = m_SingleMapTria[nBlock] ;
return true ;
}
// Tridexel (tre mappe)
else {
// se il blocco non esiste, errore
if ( nBlock < 0 || nBlock > ( m_nNumBlock + 1) - 1)
return false ;
// lancio eventuale aggiornamento pendente della grafica
UpdateTripleMapGraphics() ;
// copio i triangoli del blocco
if ( nBlock != m_nNumBlock) {
vTria.clear() ;
vTria.reserve( 10000) ;
// triangoli smooth
for ( int nVx = 0 ; nVx < int( m_BlockSmoothTria[nBlock].size()) ; ++ nVx) {
for ( int nTr = 0 ; nTr < int( m_BlockSmoothTria[nBlock][nVx].vTria.size()) ; ++ nTr)
vTria.emplace_back( m_BlockSmoothTria[nBlock][nVx].vTria[nTr]) ;
}
// triangoli grandi piatti
for ( int tBl = 0 ; tBl < int( m_BlockBigTria[nBlock].size()) ; ++ tBl) {
vTria.emplace_back( m_BlockBigTria[nBlock][tBl]) ;
}
// triangoli di feature nel blocco (ciclo sui voxel del blocco)
for ( int t1 = 0 ; t1 < int( m_BlockSharpTria[nBlock].size()) ; ++ t1) {
// ciclo sulle componenti connesse del voxel
for ( int t2 = 0 ; t2 < int( m_BlockSharpTria[nBlock][t1].vCompoTria.size()) ; ++ t2) {
// ciclo sui triangoli delle componenti connesse
for ( int t3 = 0 ; t3 < int( m_BlockSharpTria[nBlock][t1].vCompoTria[t2].size()) ; ++ t3) {
// aggiungo triangolo alla lista
vTria.emplace_back( m_BlockSharpTria[nBlock][t1].vCompoTria[t2][t3]) ;
}
}
}
}
// blocco speciale aggiunto per i triangoli feature a cavallo dei blocchi
else {
vTria.clear() ;
vTria.reserve( 1000) ;
for ( int t = 0 ; t < int( m_InterBlockSharpTria.size()) ; ++ t) {
for ( int t1 = 0 ; t1 < int( m_InterBlockSharpTria[t].size()) ; ++ t1) {
for ( int t2 = 0 ; t2 < int( m_InterBlockSharpTria[t][t1].vCompoTria.size()) ; ++ t2) {
for ( int t3 = 0 ; t3 < int( m_InterBlockSharpTria[t][t1].vCompoTria[t2].size()) ; ++ t3) {
if ( m_InterBlockSharpTria[t][t1].vCompoTria[t2][t3].GetArea() > SQ_EPS_SMALL) {
// aggiungo triangolo alla lista
vTria.emplace_back( m_InterBlockSharpTria[t][t1].vCompoTria[t2][t3]) ;
}
}
}
}
}
}
return true ;
}
}
//----------------------------------------------------------------------------
int
VolZmap::GetBlockCount( void) const
{
return ( m_nNumBlock + ( m_nMapNum == 1 ? 0 : 1)) ;
}
//----------------------------------------------------------------------------
int
VolZmap::GetBlockUpdatingCounter( int nBlock) const
{
// se il blocco non esiste, errore
if ( nBlock < 0 || nBlock >= int( m_BlockUpdatingCounter.size()))
return -1 ;
// Lancio eventuale aggiornamento pendente della grafica
if ( m_nMapNum == 1)
UpdateSingleMapGraphics() ;
else
UpdateTripleMapGraphics() ;
// restituisco il suo indice di aggiornamento
return m_BlockUpdatingCounter[nBlock] ;
}
//----------------------------------------------------------------------------
bool
VolZmap::UpdateSingleMapGraphics( void) const
{
const int MAX_DIM_CHUNK = 128 ;
// Ciclo sui blocchi
for ( int t = 0 ; t < m_nNumBlock ; ++ t) {
// Se il blocco deve essere aggiornato, eseguo
if ( m_BlockToUpdate[t]) {
m_SingleMapTria[t].clear() ;
// Calcolo posizione del blocco nella griglia
int nIBlock = int( t) % int( m_nFracLin[0]) ;
int nJBlock = int( t) / int( m_nFracLin[0]) ;
// Calcolo limiti per l'indice i
int nStartI = nIBlock * int( m_nVoxNumPerBlock) * N_DEXVOXRATIO ;
int nEndI = ( nIBlock + 1 == int( m_nFracLin[0]) ?
int( m_nNx[0]) : ( nIBlock + 1) * int( m_nVoxNumPerBlock)) * N_DEXVOXRATIO ;
// Calcolo limiti per l'indice j
int nStartJ = nJBlock * int( m_nVoxNumPerBlock) * N_DEXVOXRATIO ;
int nEndJ = ( nJBlock + 1 == int( m_nFracLin[1]) ?
int( m_nNy[0]) : ( nJBlock + 1) * int( m_nVoxNumPerBlock)) * N_DEXVOXRATIO ;
// Ciclo su i e j
for ( int i = nStartI ; i < nEndI ; i += MAX_DIM_CHUNK) {
int nDimChunkX = min( MAX_DIM_CHUNK, nEndI - i) ;
for ( int j = nStartJ ; j < nEndJ ; j += MAX_DIM_CHUNK) {
int nDimChunkY = min( MAX_DIM_CHUNK, nEndJ - j) ;
GetChunkPrisms( i, j, nDimChunkX, nDimChunkY, MAX_DIM_CHUNK, t) ;
}
}
m_BlockToUpdate[t] = false ;
++ m_BlockUpdatingCounter[t] ;
}
}
return true ;
}
//----------------------------------------------------------------------------
bool
VolZmap::GetChunkPrisms( int nPos1, int nPos2, int nDim1, int nDim2, int nDimChk, int nBlock) const
{
// determino se è un semplice parallelepipedo
bool bIsSimple = true ;
double dBotZ ;
double dTopZ ;
for ( int i = 0 ; i < nDim1 && bIsSimple ; ++ i) {
for ( int j = 0 ; j < nDim2 && bIsSimple ; ++ j) {
int nPos = ( nPos1 + i) + ( nPos2 + j) * m_nNx[0] ;
if ( nPos > int( m_nDim[0]) ||
int( m_Values[0][nPos].size()) != 1)
bIsSimple = false ;
else if ( i == 0 && j == 0) {
dBotZ = m_Values[0][nPos][0].dMin ;
dTopZ = m_Values[0][nPos][0].dMax ;
}
else if ( abs( m_Values[0][nPos][0].dMin - dBotZ) > EPS_SMALL ||
abs( m_Values[0][nPos][0].dMax - dTopZ) > EPS_SMALL)
bIsSimple = false ;
}
}
// se semplice parallelepipedo
if ( bIsSimple) {
CalcChunkPrisms( nPos1, nPos2, nDim1, nDim2, nBlock) ;
}
// se chunk di dimensioni accettabili
else if ( nDimChk >= 4) {
int nNewDimChk = nDimChk / 2 ;
for ( int i = nPos1 ; i < int( nPos1 + nDim1) ; i += nNewDimChk) {
int nDimChunkX = min( nNewDimChk, int( nPos1 + nDim1) - i) ;
for ( int j = nPos2 ; j < int( nPos2 + nDim2) ; j += nNewDimChk) {
int nDimChunkY = min( nNewDimChk, int( nPos2 + nDim2) - j) ;
GetChunkPrisms( i, j, nDimChunkX, nDimChunkY, nNewDimChk, nBlock) ;
}
}
}
// altrimenti
else {
// elaboro ogni singolo dexel
for ( int i = 0 ; i < nDim1 ; ++ i) {
for ( int j = 0 ; j < nDim2 ; ++ j) {
CalcDexelPrisms( nPos1 + i, nPos2 + j, nBlock) ;
}
}
}
return true ;
}
//----------------------------------------------------------------------------
bool
VolZmap::CalcChunkPrisms( int nPos1, int nPos2, int nDim1, int nDim2, int nBlock) const
{
// verifiche sugli indici
if ( nPos1 < 0 || nPos1 + nDim1 > int( m_nNx[0]) || nPos2 < 0 || nPos2 + nDim2 > int( m_nNy[0]))
return false ;
int nPos = nPos1 + nPos2 * m_nNx[0] ;
if ( nPos < 0 || nPos >= int( m_nDim[0]))
return false ;
// calcolo coordinate punti
double dX = m_dStep * nPos1 ;
double dY = m_dStep * nPos2 ;
Point3d ptP1 = m_MapFrame.Orig() + dX * m_MapFrame.VersX() + dY * m_MapFrame.VersY() ;
Point3d ptP2 = ptP1 + nDim1 * m_dStep * m_MapFrame.VersX() ;
Point3d ptP3 = ptP2 + nDim2 * m_dStep * m_MapFrame.VersY() ;
Point3d ptP4 = ptP1 + nDim2 * m_dStep * m_MapFrame.VersY() ;
// creo le facce sopra e sotto
Vector3d vtDZt = m_Values[0][nPos][0].dMax * m_MapFrame.VersZ() ;
Vector3d vtDZb = m_Values[0][nPos][0].dMin * m_MapFrame.VersZ() ;
// faccia superiore P1t->P2t->P3t->P4t : sempre visibile
m_SingleMapTria[nBlock].emplace_back() ;
m_SingleMapTria[nBlock].back().Set( ptP1 + vtDZt, ptP2 + vtDZt, ptP3 + vtDZt, m_MapFrame.VersZ()) ;
m_SingleMapTria[nBlock].emplace_back() ;
m_SingleMapTria[nBlock].back().Set( ptP3 + vtDZt, ptP4 + vtDZt, ptP1 + vtDZt, m_MapFrame.VersZ()) ;
// faccia inferiore P1b->P4b->P3b->P2b : sempre visibile
m_SingleMapTria[nBlock].emplace_back() ;
m_SingleMapTria[nBlock].back().Set( ptP1 + vtDZb, ptP4 + vtDZb, ptP3 + vtDZb, - m_MapFrame.VersZ()) ;
m_SingleMapTria[nBlock].emplace_back() ;
m_SingleMapTria[nBlock].back().Set( ptP3 + vtDZb, ptP2 + vtDZb, ptP1 + vtDZb, - m_MapFrame.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.VersY() ;
Point3d ptP3D = ptP2D + m_dStep * m_MapFrame.VersY() ;
AddDexelSideFace( nPosD, nPosEst, ptP2D, ptP3D, m_MapFrame.VersZ(), m_MapFrame.VersX(), nBlock) ;
}
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.VersX() ;
Point3d ptP3D = ptP4D + m_dStep * m_MapFrame.VersX() ;
AddDexelSideFace( nPosD, nPosNord, ptP3D, ptP4D, m_MapFrame.VersZ(), m_MapFrame.VersY(), nBlock) ;
}
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.VersY() ;
Point3d ptP4D = ptP1D + m_dStep * m_MapFrame.VersY() ;
AddDexelSideFace( nPosD, nPosWest, ptP4D, ptP1D, m_MapFrame.VersZ(), - m_MapFrame.VersX(), nBlock) ;
}
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.VersX() ;
Point3d ptP2D = ptP1D + m_dStep * m_MapFrame.VersX() ;
AddDexelSideFace( nPosD, nPosSud, ptP1D, ptP2D, m_MapFrame.VersZ(), - m_MapFrame.VersY(), nBlock) ;
}
//
return true ;
}
//----------------------------------------------------------------------------
bool
VolZmap::CalcDexelPrisms( int nPos1, int nPos2, int nBlock) 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.Orig() + dX * m_MapFrame.VersX() + dY * m_MapFrame.VersY() ;
Point3d ptP2 = ptP1 + m_dStep * m_MapFrame.VersX() ;
Point3d ptP3 = ptP2 + m_dStep * m_MapFrame.VersY() ;
Point3d ptP4 = ptP1 + m_dStep * m_MapFrame.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.VersZ() ;
Vector3d vtDZb = m_Values[0][nPos][i].dMin * m_MapFrame.VersZ() ;
// faccia superiore P1t->P2t->P3t->P4t : sempre visibile
m_SingleMapTria[nBlock].emplace_back() ;
m_SingleMapTria[nBlock].back().Set( ptP1 + vtDZt, ptP2 + vtDZt, ptP3 + vtDZt, m_MapFrame.VersZ()) ;
m_SingleMapTria[nBlock].emplace_back() ;
m_SingleMapTria[nBlock].back().Set( ptP3 + vtDZt, ptP4 + vtDZt, ptP1 + vtDZt, m_MapFrame.VersZ()) ;
// faccia inferiore P1b->P4b->P3b->P2b : sempre visibile
m_SingleMapTria[nBlock].emplace_back() ;
m_SingleMapTria[nBlock].back().Set( ptP1 + vtDZb, ptP4 + vtDZb, ptP3 + vtDZb, - m_MapFrame.VersZ()) ;
m_SingleMapTria[nBlock].emplace_back() ;
m_SingleMapTria[nBlock].back().Set( ptP3 + vtDZb, ptP2 + vtDZb, ptP1 + vtDZb, - m_MapFrame.VersZ()) ;
}
// creo le facce laterali
int nPosEst = ( nPos1 < int( m_nNx[0] - 1) ? nPos + 1 : - 1) ;
AddDexelSideFace( nPos, nPosEst, ptP2, ptP3, m_MapFrame.VersZ(), m_MapFrame.VersX(), nBlock) ;
int nPosNord = ( nPos2 < int( m_nNy[0] - 1) ? nPos + m_nNx[0] : - 1) ;
AddDexelSideFace( nPos, nPosNord, ptP3, ptP4, m_MapFrame.VersZ(), m_MapFrame.VersY(), nBlock) ;
int nPosWest = ( nPos1 > 0 ? nPos - 1 : - 1) ;
AddDexelSideFace( nPos, nPosWest, ptP4, ptP1, m_MapFrame.VersZ(), - m_MapFrame.VersX(), nBlock) ;
int nPosSud = ( nPos2 > 0 ? nPos - m_nNx[0] : - 1) ;
AddDexelSideFace( nPos, nPosSud, ptP1, ptP2, m_MapFrame.VersZ(), - m_MapFrame.VersY(), nBlock) ;
return true ;
}
//----------------------------------------------------------------------------
bool
VolZmap::AddDexelSideFace( int nPos, int nPosAdj, const Point3d& ptP, const Point3d& ptQ,
const Vector3d& vtZ, const Vector3d& vtNorm, int nBlock) 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 ;
m_SingleMapTria[nBlock].emplace_back() ;
m_SingleMapTria[nBlock].back().Set( ptP + vtDZb, ptQ + vtDZb, ptQ + vtDZt, vtNorm) ;
m_SingleMapTria[nBlock].emplace_back() ;
m_SingleMapTria[nBlock].back().Set( ptQ + vtDZt, ptP + vtDZt, ptP + vtDZb, vtNorm) ;
bFound = intFace.GetNext( dMin, dMax) ;
}
return true ;
}
//----------------------------------------------------------------------------
bool
VolZmap::UpdateTripleMapGraphics( void) const
{
// se non ci sono blocchi da aggiornare, esco
if ( find( begin( m_BlockToUpdate), end( m_BlockToUpdate), true) == end( m_BlockToUpdate))
return true ;
// contenitori temporanei
vector<VoxelContainer> vVoxContainerVec ;
vVoxContainerVec.resize( m_nNumBlock) ;
SharpTriaMatrix VecTriHold ;
VecTriHold.resize( m_nNumBlock) ;
// Ciclo sui blocchi per eliminare le slice fra blocchi da aggiornare
for ( int t = 0 ; t < m_nNumBlock ; ++ t) {
for ( auto it = m_SliceXY[t].begin() ; it != m_SliceXY[t].end() ;) {
int nSlIJK[3] ;
if ( GetVoxIJKFromN( it->first, nSlIJK[0], nSlIJK[1], nSlIJK[2])) {
int nBlockIJK[3] ;
if ( GetVoxelBlockIJK( nSlIJK, nBlockIJK)) {
int nLimits[6] ;
int nDeltaIndex[3] ;
if ( GetBlockLimitsIJK( nBlockIJK, nLimits) &&
IsAVoxelOnBoundary( nLimits, nSlIJK, nDeltaIndex)) {
for ( int nInd = 0 ; nInd < 3 ; ++ nInd)
nSlIJK[nInd] += nDeltaIndex[nInd] ;
int nAdBlockIJK[3] ;
int nAdBlockNum ;
if ( GetVoxelBlockIJK( nSlIJK, nAdBlockIJK) &&
GetBlockNFromIJK( nAdBlockIJK, nAdBlockNum) &&
m_BlockToUpdate[nAdBlockNum]) {
it = m_SliceXY[t].erase( it) ;
continue ;
}
}
}
}
++ it ;
}
for ( auto it = m_SliceXZ[t].begin() ; it != m_SliceXZ[t].end() ;) {
int nSlIJK[3] ;
if ( GetVoxIJKFromN( it->first, nSlIJK[0], nSlIJK[1], nSlIJK[2])) {
int nBlockIJK[3] ;
if ( GetVoxelBlockIJK( nSlIJK, nBlockIJK)) {
int nLimits[6] ;
int nDeltaIndex[3] ;
if ( GetBlockLimitsIJK( nBlockIJK, nLimits) &&
IsAVoxelOnBoundary( nLimits, nSlIJK, nDeltaIndex)) {
for ( int nInd = 0 ; nInd < 3 ; ++ nInd)
nSlIJK[nInd] += nDeltaIndex[nInd] ;
int nAdBlockIJK[3] ;
int nAdBlockNum ;
if ( GetVoxelBlockIJK( nSlIJK, nAdBlockIJK) &&
GetBlockNFromIJK( nAdBlockIJK, nAdBlockNum) &&
m_BlockToUpdate[nAdBlockNum]) {
it = m_SliceXZ[t].erase( it) ;
continue ;
}
}
}
}
++ it ;
}
for ( auto it = m_SliceYZ[t].begin() ; it != m_SliceYZ[t].end() ;) {
int nSlIJK[3] ;
if ( GetVoxIJKFromN( it->first, nSlIJK[0], nSlIJK[1], nSlIJK[2])) {
int nBlockIJK[3] ;
if ( GetVoxelBlockIJK( nSlIJK, nBlockIJK)) {
int nLimits[6] ;
int nDeltaIndex[3] ;
if ( GetBlockLimitsIJK( nBlockIJK, nLimits) &&
IsAVoxelOnBoundary( nLimits, nSlIJK, nDeltaIndex)) {
for ( int nInd = 0 ; nInd < 3 ; ++ nInd)
nSlIJK[nInd] += nDeltaIndex[nInd] ;
int nAdBlockIJK[3] ;
int nAdBlockNum ;
if ( GetVoxelBlockIJK( nSlIJK, nAdBlockIJK) &&
GetBlockNFromIJK( nAdBlockIJK, nAdBlockNum) &&
m_BlockToUpdate[nAdBlockNum]) {
it = m_SliceYZ[t].erase( it) ;
continue ;
}
}
}
}
++ it ;
}
}
// Calcolo i triangoli sui blocchi
for ( int t = 0 ; t < m_nNumBlock ; ++ t) {
// Se il blocco deve essere processato
if ( m_BlockToUpdate[t]) {
// processo ...
ExtMarchingCubes( int( t), vVoxContainerVec[t]) ;
}
}
// Regolarizzo la catena
RegulateFeaturesChain( vVoxContainerVec) ;
// Costruisco i triangoli di feature
bool bCalcInterBlock = false ;
for ( int t = 0 ; t < m_nNumBlock ; ++ t) {
// Se il blocco è stato processato
if ( m_BlockToUpdate[t]) {
CreateSharpFeatureTriangle( t, vVoxContainerVec[t]) ;
// Flipping fra voxel interni
FlipEdgesII( t) ;
bCalcInterBlock = true ;
m_BlockToUpdate[t] = false ;
++ m_BlockUpdatingCounter[t] ;
// Sistemo le normali ai vertici (ciclo sui voxel)
for ( int t1 = 0 ; t1 < int( m_BlockSharpTria[t].size()) ; ++ t1) {
// ciclo sulle componenti connesse del voxel
for ( int t2 = 0 ; t2 < int( m_BlockSharpTria[t][t1].vCompoTria.size()) ; ++ t2) {
// ciclo sui triangoli delle componenti connesse
for ( int t3 = 0 ; t3 < int( m_BlockSharpTria[t][t1].vCompoTria[t2].size()) ; ++ t3) {
// Controllo normali
Vector3d vtN = m_BlockSharpTria[t][t1].vCompoTria[t2][t3].GetN() ;
bool bNormN = vtN.IsNormalized() ;
for ( int nV = 0 ; nV < 3 ; ++ nV) {
Vector3d vtNV = m_BlockSharpTria[t][t1].vCompoTria[t2][t3].GetVertexNorm( nV) ;
bool bNormV = vtNV.IsNormalized() ;
if ( bNormN && bNormV && vtN * vtNV < 0.7)
m_BlockSharpTria[t][t1].vCompoTria[t2][t3].SetVertexNorm( nV, vtN) ;
}
}
}
}
}
}
// Calcolo i triangoli di frontiera tra feature di blocchi diversi (lavoro su copia e conservo gli originali)
SharpTriaMatrix InterBlockTria ;
if ( bCalcInterBlock) {
// Eseguo
m_InterBlockSharpTria = m_InterBlockOriginalSharpTria ;
FlipEdgesBB() ;
++ m_BlockUpdatingCounter[m_nNumBlock] ;
// Sistemo le normali ai vertici
for ( int t = 0 ; t < int( m_InterBlockSharpTria.size()) ; ++ t) {
for ( int t1 = 0 ; t1 < int( m_InterBlockSharpTria[t].size()) ; ++ t1) {
for ( int t2 = 0 ; t2 < int( m_InterBlockSharpTria[t][t1].vCompoTria.size()) ; ++ t2) {
for ( int t3 = 0 ; t3 < int( m_InterBlockSharpTria[t][t1].vCompoTria[t2].size()) ; ++ t3) {
if ( m_InterBlockSharpTria[t][t1].vCompoTria[t2][t3].GetArea() > SQ_EPS_SMALL) {
// Controllo normali
Vector3d vtN = m_InterBlockSharpTria[t][t1].vCompoTria[t2][t3].GetN() ;
bool bNormN = vtN.IsNormalized() ;
for ( int nV = 0 ; nV < 3 ; ++ nV) {
Vector3d vtNV = m_InterBlockSharpTria[t][t1].vCompoTria[t2][t3].GetVertexNorm( nV) ;
bool bNormV = vtNV.IsNormalized() ;
if ( bNormN && bNormV && vtN * vtNV < 0.7)
m_InterBlockSharpTria[t][t1].vCompoTria[t2][t3].SetVertexNorm( nV, vtN) ;
}
}
}
}
}
}
}
return true ;
}
//----------------------------------------------------------------------------
bool
VolZmap::ExtMarchingCubes( int nBlock, VoxelContainer& vVox) const
{
// Controllo sulla validità del blocco
if ( nBlock < 0 || nBlock >= int( m_nNumBlock))
return false ;
// Calcolo i limiti sugli indici dei voxel del blocco
// Vettore indici i,j,k del blocco
int nIJK[3] ;
GetBlockIJKFromN( nBlock, nIJK) ;
// Vettore limiti sugli indici dei voxel del blocco
int nLimits[6] ;
GetBlockLimitsIJK( nIJK, nLimits) ;
// Pulisco il contenitore dei voxel di frontiera
m_InterBlockVox[nBlock].clear() ;
m_InterBlockOriginalSharpTria[nBlock].clear() ;
m_BlockSharpTria[nBlock].clear() ;
m_BlockSmoothTria[nBlock].clear() ;
m_BlockBigTria[nBlock].clear() ;
// Unordered Map per la riduzione del numero di triangoli
int nDim = m_nVoxNumPerBlock * m_nVoxNumPerBlock ;
FlatVoxelContainer VoxContXZInf( nDim) ;
FlatVoxelContainer VoxContXZSup( nDim) ;
FlatVoxelContainer VoxContXYInf( nDim) ;
FlatVoxelContainer VoxContXYSup( nDim) ;
FlatVoxelContainer VoxContYZInf( nDim) ;
FlatVoxelContainer VoxContYZSup( nDim) ;
// Unordered map per la coerenza topologica nel blocco
InterVoxMatter SliceXY( 200) ;
InterVoxMatter SliceXZ( 200) ;
InterVoxMatter SliceYZ( 200) ;
// Ciclo su tutti i voxel del blocco
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) {
if ( m_nShape == BOX && ! IsVoxelOnBoxEdge( i, j, k))
continue ;
// Classificazione dei vertici: interni o esterni al materiale
int nIndex = CalcIndex( i, j, k) ;
// Se vi è qualche intersezione fra segmenti e superficie
// continuo altrimenti passo al prossimo voxel.
if ( EdgeTable[nIndex] == 0)
continue ;
// 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}
} ;
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.
AppliedVector VecField[12] ;
// Flag di regolarità dei campi scalare e vettoriale
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)) == 0)
continue ;
// Indici per linee di griglia sui vertici
int n1 = intersections[EdgeIndex][0] ;
int n2 = intersections[EdgeIndex][1] ;
// Flag posizione corner
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]))
bReg = false ;
}
// 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 caso di assenza di sharp feature,
// della (i+1)-esima componente connessa.
AppliedVector CompoVert[4][7] ;
AppliedVector CompoTriVert[4][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[4] ;
int nExtTabOff = nComponents ;
int nStdTabOff = 0 ;
// Carico le matrici CompoVert e CompoTriVert
for ( int nComp = 0 ; nComp < nComponents ; ++ nComp) {
// Numero vertici per componenti
nVertComp[nComp] = TriangleTableEn[nIndex][1][nComp+1] ;
// Riempio il nCompCount-esimo vettore di vertici della base del fan
for ( int nVert = 0 ; nVert < nVertComp[nComp] ; ++ nVert)
CompoVert[nComp][nVert] = VecField[TriangleTableEn[nIndex][1][nVert + 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 nVert = 0 ; nVert < 3 * ( nVertComp[nComp] - 2) ; nVert += 3) {
CompoTriVert[nComp][nVert] = VecField[TriangleTableEn[nIndex][0][nStdTabOff + nVert + 2]] ;
CompoTriVert[nComp][nVert+1] = VecField[TriangleTableEn[nIndex][0][nStdTabOff + nVert + 1]] ;
CompoTriVert[nComp][nVert+2] = VecField[TriangleTableEn[nIndex][0][nStdTabOff + nVert]] ;
}
// Aggiorno gli offsets per raggiungere i vertici della componente successiva.
nExtTabOff += nVertComp[nComp] ;
nStdTabOff += 3 * ( nVertComp[nComp] - 2) ;
}
// Controllo se il voxel ha una sola faccia che giace in un piano canonico e quindi ha gestione speciale
if ( m_nShape != BOX) {
// Faccia XY normale Z+
if ( nIndex == 15) {
int nTool ; double dPos ;
if ( CanonicPlaneTest( CompoVert[0], Z_PLUS, dPos, nTool)) {
int nN ; GetVoxNFromIJK( i, j, k, nN) ;
VoxContXYSup.emplace( nN, HeigthAndColor( nTool, dPos)) ;
continue ;
}
}
// Faccia YZ normale X+
else if ( nIndex == 153) {
int nTool ; double dPos ;
if ( CanonicPlaneTest( CompoVert[0], X_PLUS, dPos, nTool)) {
int nN ; GetVoxNFromIJK( i, j, k, nN) ;
VoxContYZSup.emplace( nN, HeigthAndColor( nTool, dPos)) ;
continue ;
}
}
// Faccia ZX normale Y+
else if ( nIndex == 51) {
int nTool ; double dPos ;
if ( CanonicPlaneTest( CompoVert[0], Y_PLUS, dPos, nTool)) {
int nN ; GetVoxNFromIJK( i, j, k, nN) ;
VoxContXZSup.emplace( nN, HeigthAndColor( nTool, dPos)) ;
continue ;
}
}
// Faccia YX normale Z-
else if ( nIndex == 240) {
int nTool ; double dPos ;
if ( CanonicPlaneTest( CompoVert[0], Z_MINUS, dPos, nTool)) {
int nN ; GetVoxNFromIJK( i, j, k, nN) ;
VoxContXYInf.emplace( nN, HeigthAndColor( nTool, dPos)) ;
continue ;
}
}
// Faccia ZY normale X-
else if ( nIndex == 102) {
int nTool ; double dPos ;
if ( CanonicPlaneTest( CompoVert[0], X_MINUS, dPos, nTool)) {
int nN ; GetVoxNFromIJK( i, j, k, nN) ;
VoxContYZInf.emplace( nN, HeigthAndColor( nTool, dPos)) ;
continue ;
}
}
// Faccia XZ normale Y-
else if ( nIndex == 204) {
int nTool ; double dPos ;
if ( CanonicPlaneTest( CompoVert[0], Y_MINUS, dPos, nTool)) {
int nN ; GetVoxNFromIJK( i, j, k, nN) ;
VoxContXZInf.emplace( nN, HeigthAndColor( nTool, dPos)) ;
continue ;
}
}
}
// Configurazione 3
if ( nAllConfig[nIndex] == 3) {
// Test sulla topologia
bool bDefTopology = false ;
bool bNewTopology = false ;
int nCount = 0 ;
while ( nIndexConfig3[nCount] != nIndex)
++ nCount ;
// Vedo se la topologia è definita: se sì uso l'informazione
// passata dall'altro voxel, altrimenti la calcolo
int nIJKSl[3] = { ( nAdjVox3[nCount] != 1 ? i : i + 1),
( nAdjVox3[nCount] != 2 ? j : j + 1),
( nAdjVox3[nCount] != 3 ? k : k + 1)} ;
int nSliceN ;
int nSlBlockN ;
if ( GetVoxNFromIJK( nIJKSl[0], nIJKSl[1], nIJKSl[2], nSliceN)) {
int nSlBlockIJK[3] ;
GetVoxelBlockIJK( nIJKSl, nSlBlockIJK) ;
if ( abs( nAdjVox3[nCount]) == 1) {
auto it = SliceYZ.find( nSliceN) ;
if ( it != SliceYZ.end()) {
bNewTopology = it->second ;
bDefTopology = true ;
}
if ( GetBlockNFromIJK( nSlBlockIJK, nSlBlockN)) {
auto it = m_SliceYZ[nSlBlockN].find( nSliceN) ;
if ( it != m_SliceYZ[nSlBlockN].end()) {
bNewTopology = it->second ;
bDefTopology = true ;
}
}
}
else if ( abs( nAdjVox3[nCount]) == 2) {
auto it = SliceXZ.find( nSliceN) ;
if ( it != SliceXZ.end()) {
bNewTopology = it->second ;
bDefTopology = true ;
}
if ( GetBlockNFromIJK( nSlBlockIJK, nSlBlockN)) {
auto it = m_SliceXZ[nSlBlockN].find( nSliceN);
if ( it != m_SliceXZ[nSlBlockN].end()) {
bNewTopology = it->second ;
bDefTopology = true ;
}
}
}
else if ( abs( nAdjVox3[nCount]) == 3) {
auto it = SliceXY.find( nSliceN) ;
if ( it != SliceXY.end()) {
bNewTopology = it->second ;
bDefTopology = true ;
}
if ( GetBlockNFromIJK( nSlBlockIJK, nSlBlockN)) {
auto it = m_SliceXY[nSlBlockN].find( nSliceN) ;
if ( it != m_SliceXY[nSlBlockN].end()) {
bNewTopology = it->second ;
bDefTopology = true ;
}
}
}
}
// La topologia è indefinita: calcolo la topologia
if ( ! bDefTopology && bReg) {
double dDotSum = 0 ;
for ( int nFV = 0 ; nFV < 3 ; ++ nFV) {
for ( int nTV = 0 ; nTV < 2 ; ++ nTV) {
dDotSum += CompoVert[0][nFV].vtVec * CompoVert[1][nTV].vtVec ;
}
}
for ( int nFVI = 0 ; nFVI < 2 ; ++ nFVI) {
for ( int nFVJ = nFVI + 1 ; nFVJ < 3 ; ++ nFVJ) {
dDotSum -= CompoVert[0][nFVI].vtVec * CompoVert[0][nFVJ].vtVec ;
}
}
for ( int nTVI = 0 ; nTVI < 2 ; ++ nTVI) {
for ( int nTVJ = nTVI + 1 ; nTVJ < 3 ; ++ nTVJ) {
dDotSum -= CompoVert[1][nTVI].vtVec * CompoVert[1][nTVJ].vtVec ;
}
}
bNewTopology = dDotSum > - EPS_SMALL ;
}
// Conservo l'informazione per i voxel successivi
if ( GetVoxNFromIJK( nIJKSl[0], nIJKSl[1], nIJKSl[2], nSliceN)) {
if ( abs(nAdjVox3[nCount]) == 1) {
if ( nSlBlockN == nBlock)
SliceYZ.emplace( nSliceN, ! bNewTopology) ;
else
m_SliceYZ[nSlBlockN].emplace( nSliceN, ! bNewTopology) ;
}
else if ( abs(nAdjVox3[nCount]) == 2) {
if ( nSlBlockN == nBlock)
SliceXZ.emplace( nSliceN, ! bNewTopology) ;
else
m_SliceXZ[nSlBlockN].emplace( nSliceN, ! bNewTopology) ;
}
else if (abs(nAdjVox3[nCount]) == 3) {
if ( nSlBlockN == nBlock)
SliceXY.emplace( nSliceN, ! bNewTopology) ;
else
m_SliceXY[nSlBlockN].emplace( nSliceN, ! bNewTopology) ;
}
}
// Si passa alla seconda topologia
if ( bNewTopology) {
// Ricerca del caso corrispondente della nuova topologia
int nt = 0 ;
while ( nIndexVsIndex3[nt][0] != nIndex)
++ nt ;
int nRotCase = nIndexVsIndex3[nt][1] ;
// Aggiorno numero di componenti
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) ;
}
}
}
// Configurazione 6
else if ( nAllConfig[nIndex] == 6) {
// Test sulla topologia
bool bDefTopology = false ;
bool bNewTopology = false ;
int nCount = 0 ;
while ( nIndexConfig6[nCount] != nIndex)
++ nCount ;
// Vedo se la topologia è definita: se sì uso l'informazione già posseduta,
// altrimenti devo calcolare la topologia
int nIJKSl[3] = { ( nAdjVox6[nCount] != 1 ? i : i + 1),
( nAdjVox6[nCount] != 2 ? j : j + 1),
( nAdjVox6[nCount] != 3 ? k : k + 1)} ;
int nSliceN ;
int nSlBlockN ;
if ( GetVoxNFromIJK( nIJKSl[0], nIJKSl[1], nIJKSl[2], nSliceN)) {
int nSlBlockIJK[3] ;
GetVoxelBlockIJK( nIJKSl, nSlBlockIJK) ;
if ( abs( nAdjVox6[nCount]) == 1) {
auto it = SliceYZ.find( nSliceN) ;
if ( it != SliceYZ.end()) {
bNewTopology = it->second ;
bDefTopology = true ;
}
if ( GetBlockNFromIJK( nSlBlockIJK, nSlBlockN)) {
auto it = m_SliceYZ[nSlBlockN].find( nSliceN) ;
if ( it != m_SliceYZ[nSlBlockN].end()) {
bNewTopology = it->second ;
bDefTopology = true ;
}
}
}
else if ( abs( nAdjVox6[nCount]) == 2) {
auto it = SliceXZ.find( nSliceN) ;
if ( it != SliceXZ.end()) {
bNewTopology = it->second ;
bDefTopology = true ;
}
if ( GetBlockNFromIJK( nSlBlockIJK, nSlBlockN)) {
auto it = m_SliceXZ[nSlBlockN].find( nSliceN) ;
if ( it != m_SliceXZ[nSlBlockN].end()) {
bNewTopology = it->second ;
bDefTopology = true ;
}
}
}
else if ( abs( nAdjVox6[nCount]) == 3) {
auto it = SliceXY.find( nSliceN) ;
if ( it != SliceXY.end()) {
bNewTopology = it->second ;
bDefTopology = true ;
}
if ( GetBlockNFromIJK( nSlBlockIJK, nSlBlockN)) {
auto it = m_SliceXY[nSlBlockN].find( nSliceN) ;
if ( it != m_SliceXY[nSlBlockN].end()) {
bNewTopology = it->second ;
bDefTopology = true ;
}
}
}
}
// Topologia indefinita: la calcolo
if ( ! bDefTopology && bReg) {
// Test sulla topologia
double dDotSum = 0 ;
for ( int nFV = 0 ; nFV < 4 ; ++ nFV) {
for ( int nTV = 0 ; nTV < 3 ; ++ nTV) {
dDotSum += CompoVert[0][nFV].vtVec * CompoVert[1][nTV].vtVec ;
}
}
for ( int nFVI = 0 ; nFVI < 3 ; ++ nFVI) {
for ( int nFVJ = nFVI + 1 ; nFVJ < 4 ; ++ nFVJ) {
dDotSum -= CompoVert[0][nFVI].vtVec * CompoVert[0][nFVJ].vtVec ;
}
}
for ( int nTVI = 0 ; nTVI < 2 ; ++ nTVI) {
for ( int nTVJ = nTVI + 1 ; nTVJ < 3 ; ++ nTVJ) {
dDotSum -= CompoVert[1][nTVI].vtVec * CompoVert[1][nTVJ].vtVec ;
}
}
bNewTopology = dDotSum > - 4 ;
}
// Conservo l'informazione
if ( GetVoxNFromIJK( nIJKSl[0], nIJKSl[1], nIJKSl[2], nSliceN)) {
if ( abs(nAdjVox6[nCount]) == 1) {
if ( nSlBlockN == nBlock)
SliceYZ.emplace( nSliceN, ! bNewTopology) ;
else
m_SliceYZ[nSlBlockN].emplace( nSliceN, ! bNewTopology) ;
}
else if ( abs(nAdjVox6[nCount]) == 2) {
if ( nSlBlockN == nBlock)
SliceXZ.emplace( nSliceN, ! bNewTopology) ;
else
m_SliceXZ[nSlBlockN].emplace( nSliceN, ! bNewTopology) ;
}
else if (abs(nAdjVox6[nCount]) == 3) {
if ( nSlBlockN == nBlock)
SliceXY.emplace( nSliceN, ! bNewTopology) ;
else
m_SliceXY[nSlBlockN].emplace( nSliceN, ! bNewTopology) ;
}
}
// Si deve passare alla seconda topologia
if ( bNewTopology) {
// Ricerca del caso corrispondente della nuova topologia
int nt = 0 ;
while ( nIndexVsIndex6[nt][0] != nIndex)
++ nt ;
int nRotCase = nIndexVsIndex6[nt][1] ;
// Aggiorno numero di componenti
nComponents = Cases6Plus[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] = Cases6Plus[nRotCase][1][nC] ;
// Matrice dei vertici della base del fan
for ( int nFanVert = 0 ; nFanVert < nVertComp[nC - 1] ; ++ nFanVert)
CompoVert[nC - 1][nFanVert] = VecField[Cases6Plus[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[Cases6Plus[nRotCase][0][nStdTabOff + nTriVert+2]] ;
CompoTriVert[nC - 1][nTriVert+1] = VecField[Cases6Plus[nRotCase][0][nStdTabOff + nTriVert+1]] ;
CompoTriVert[nC - 1][nTriVert+2] = VecField[Cases6Plus[nRotCase][0][nStdTabOff + nTriVert]] ;
}
// Aggiorno gli offsets per raggiungere i vertici della componente successiva.
nExtTabOff += nVertComp[nC - 1] ;
nStdTabOff += 3 * ( nVertComp[nC - 1] - 2) ;
}
}
}
// Configurazione 7
else if ( nAllConfig[nIndex] == 7) {
// !!! Versione provvisoria, deve essere riveduta e semplificata !!!
// Test sulla topologia
bool bMatOnSliceYZ = false ;
bool bMatOnSliceXZ = false ;
bool bMatOnSliceXY = false ;
bool bDefSliceYZ = false ;
bool bDefSliceXZ = false ;
bool bDefSliceXY = false ;
int nCount = 0 ;
while ( nIndexConfig7[nCount] != nIndex)
++ nCount ;
// Vedo se la topologia è definita: se sì uso l'informazione già posseduta,
// altrimenti devo calcolare la topologia
// Numerazione delle facce del voxel: 0: XZ- 1: YZ+ 2: XZ+ 3: YZ- 4: XY- 5: XY+
// - 1 faccia non in gioco, 0 faccia in gioco ma con topologia non definita,
// 1 faccia in gioco con topologia definita
int nFace[6] = { -1, -1, -1, -1, -1, -1} ;
// Facce in gioco
int nCurFaceYZ = 3 ;
int nCurFaceXZ = 0 ;
int nCurFaceXY = 4 ;
int nIJKSlYZ[3] = { i, j, k} ;
if ( nAdjVox7[nCount][0] == 1) {
++ nIJKSlYZ[0] ;
nCurFaceYZ = 1 ;
}
int nIJKSlXZ[3] = { i, j, k} ;
if ( nAdjVox7[nCount][1] == 1) {
++ nIJKSlXZ[1] ;
nCurFaceXZ = 2 ;
}
int nIJKSlXY[3] = { i, j, k} ;
if ( nAdjVox7[nCount][2] == 1) {
++ nIJKSlXY[2] ;
nCurFaceXY = 5 ;
}
nFace[nCurFaceYZ] = 0 ;
nFace[nCurFaceXZ] = 0 ;
nFace[nCurFaceXY] = 0 ;
int nSlYZN ;
int nSlYZBlockN ;
if ( GetVoxNFromIJK( nIJKSlYZ[0], nIJKSlYZ[1], nIJKSlYZ[2], nSlYZN)) {
// Slice interna al blocco
auto it = SliceYZ.find( nSlYZN) ;
// Topologia definita
if ( it != SliceYZ.end()) {
bMatOnSliceYZ = it->second ;
bDefSliceYZ = true ;
nFace[nCurFaceYZ] = 1 ;
}
// Slice sulla frontiera
int nSlBlockIJK[3] ;
GetVoxelBlockIJK( nIJKSlYZ, nSlBlockIJK) ;
if ( GetBlockNFromIJK( nSlBlockIJK, nSlYZBlockN)) {
auto it = m_SliceYZ[nSlYZBlockN].find( nSlYZN) ;
// Topologia definita
if ( it != m_SliceYZ[nSlYZBlockN].end()) {
bMatOnSliceYZ = it->second ;
bDefSliceYZ = true ;
nFace[nCurFaceYZ] = 1 ;
}
}
}
int nSlXZN ;
int nSlXZBlockN ;
if ( GetVoxNFromIJK( nIJKSlXZ[0], nIJKSlXZ[1], nIJKSlXZ[2], nSlXZN)) {
// Slice interna al blocco
auto it = SliceXZ.find( nSlXZN) ;
// Topologia definita
if ( it != SliceXZ.end()) {
bMatOnSliceXZ = it->second ;
bDefSliceXZ = true ;
nFace[nCurFaceXZ] = 1 ;
}
// Slice sulla frontiera
int nSlBlockIJK[3] ;
GetVoxelBlockIJK( nIJKSlXZ, nSlBlockIJK) ;
if ( GetBlockNFromIJK( nSlBlockIJK, nSlXZBlockN)) {
auto it = m_SliceYZ[nSlXZBlockN].find( nSlXZN) ;
// Topologia definita
if ( it != m_SliceYZ[nSlXZBlockN].end()) {
bMatOnSliceXZ = it->second ;
bDefSliceXZ = true ;
nFace[nCurFaceXZ] = 1 ;
}
}
}
int nSlXYN ;
int nSlXYBlockN ;
if ( GetVoxNFromIJK( nIJKSlXY[0], nIJKSlXY[1], nIJKSlXY[2], nSlXYN)) {
// Slice interna al blocco
auto it = SliceXY.find( nSlXYN) ;
// Topologia definita
if ( it != SliceXY.end()) {
bMatOnSliceXY = it->second ;
bDefSliceXY = true ;
nFace[nCurFaceXY] = 1 ;
}
// Slice sulla frontiera
int nSlBlockIJK[3] ;
GetVoxelBlockIJK( nIJKSlXY, nSlBlockIJK) ;
if ( GetBlockNFromIJK( nSlBlockIJK, nSlXYBlockN)) {
auto it = m_SliceYZ[nSlXYBlockN].find( nSlXYN) ;
// Topologia definita
if ( it != m_SliceYZ[nSlXYBlockN].end()) {
bMatOnSliceXY = it->second ;
bDefSliceXY = true ;
nFace[nCurFaceXY] = 1 ;
}
}
}
// Numerazione delle facce del voxel 0: XZ- 1: YZ+ 2: XZ+ 3: YZ- 4: XY- 5: XY+
// Gli spigoli sono ordinati in senso antiorario dal punto di vista di un osservatore esterno del voxel
static int nSliceEdges[6][4] = { { 0, 9, 4, 8}, { 1, 10, 5, 9}, { 2, 11, 6, 10},
{ 3, 8, 7, 11}, { 0, 3, 2, 1}, { 4, 5, 6, 7}} ;
// nFace[nCurFaceXY] * nFace[nCurFaceXZ] * nFace[nCurFaceYZ] == 0
if ( ( nFace[nCurFaceXY] == 0 || nFace[nCurFaceXZ] == 0 || nFace[nCurFaceYZ] == 0) && bReg) {
// Ciclo sulle facce
for ( int nFaceN = 0 ; nFaceN < 6 ; ++ nFaceN) {
// Faccia da analizzare
if ( nFace[nFaceN] == 0) {
// Dalla tabella determino le due componenti connesse che si appoggiano alla faccia
int nFaceCompo1 = 0 ;
int nFaceCompo2 = 0 ;
// Ciclo sulle componenti connesse del voxel
for ( int nCurComp = 1 ; nCurComp <= 3 ; ++ nCurComp) {
int nMatchEdge = 0 ;
// Ciclo sugli edge della componente
for ( int nEdge = 0 ; nEdge < 3 ; ++ nEdge) {
// Ciclo sugli edge della faccia
for ( int nFaceEdge = 0 ; nFaceEdge < 3 ; ++ nFaceEdge) {
// Edge della componente coincide con quello della faccia
if ( nSliceEdges[nFaceN][nFaceEdge] == TriangleTableEn[nIndex][1][3 + nCurComp - 1 + nEdge]) {
++ nMatchEdge ;
break ;
}
}
// La componente corrente ha due edge sulla faccia,
// interrompiamo la ricerca di edge corrispondenti
if ( nMatchEdge == 2)
break ;
}
// Abbiamo trovato una nuova componente con due edge sulla faccia
if ( nMatchEdge == 2) {
if ( nFaceCompo1 == 0)
nFaceCompo1 = nCurComp ;
else
nFaceCompo2 = nCurComp ;
}
// Se le componenti con due edge sulla faccia sono due, interrompiamo la ricerca
if ( nFaceCompo2 != 0)
break ;
}
// Valuto la topologia VecField[EdgeIndex] edgeIndex = 0, 1, ..., 11
double dDotSum = 0 ;
for ( int nV = 0 ; nV < 3 ; ++ nV) {
Vector3d vtV1 = VecField[TriangleTableEn[nIndex][1][3 + nFaceCompo1 - 1 + nV]].vtVec ;
Vector3d vtV2 = VecField[TriangleTableEn[nIndex][1][3 + nFaceCompo2 - 1 + nV]].vtVec ;
dDotSum += ( vtV1 * vtV2) ;
}
if ( nFace[nFaceN] == 0 || nFace[nFaceN] == 2)
bMatOnSliceXZ = dDotSum > 0. ;
else if ( nFace[nFaceN] == 1 || nFace[nFaceN] == 3)
bMatOnSliceYZ = dDotSum > 0. ;
else
bMatOnSliceXY = dDotSum > 0. ;
}
}
int nFaceWithMatNum = 0 ;
if ( bMatOnSliceXZ)
++ nFaceWithMatNum ;
if ( bMatOnSliceYZ)
++ nFaceWithMatNum ;
if ( bMatOnSliceXY)
++ nFaceWithMatNum ;
if ( nFaceWithMatNum == 1) {
int nFaceCase = ( bMatOnSliceYZ ? 0 : ( bMatOnSliceXZ ? 1 : 2)) ;
// Aggiorno numero di componenti
nComponents = Cases7Plus[nCount][nFaceCase][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] = Cases7Plus[nCount][nFaceCase][1][nC] ;
// Matrice dei vertici della base del fan
for ( int nFanVert = 0 ; nFanVert < nVertComp[nC - 1] ; ++ nFanVert)
CompoVert[nC - 1][nFanVert] = VecField[Cases7Plus[nCount][nFaceCase][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[Cases7Plus[nCount][nFaceCase][0][nStdTabOff + nTriVert+2]] ;
CompoTriVert[nC - 1][nTriVert+1] = VecField[Cases7Plus[nCount][nFaceCase][0][nStdTabOff + nTriVert+1]] ;
CompoTriVert[nC - 1][nTriVert+2] = VecField[Cases7Plus[nCount][nFaceCase][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 ( nFaceWithMatNum == 2) {
;
}
}
// Conservo l'informazione
if ( GetVoxNFromIJK( nIJKSlYZ[0], nIJKSlYZ[1], nIJKSlYZ[2], nSlYZN)) {
if ( nSlYZBlockN == nBlock)
SliceYZ.emplace( nSlYZN, bMatOnSliceYZ) ;
else
m_SliceYZ[nSlYZBlockN].emplace( nSlYZN, bMatOnSliceYZ) ;
}
if ( GetVoxNFromIJK( nIJKSlXZ[0], nIJKSlXZ[1], nIJKSlXZ[2], nSlXZN)) {
if ( nSlXZBlockN == nBlock)
SliceXZ.emplace( nSlXZN, bMatOnSliceXZ) ;
else
m_SliceXZ[nSlXZBlockN].emplace( nSlXZN, bMatOnSliceXZ) ;
}
if ( GetVoxNFromIJK( nIJKSlXY[0], nIJKSlXY[1], nIJKSlXY[2], nSlXYN)) {
if ( nSlXYBlockN == nBlock)
SliceXY.emplace( nSlXYN, bMatOnSliceXY) ;
else
m_SliceXY[nSlXYBlockN].emplace( nSlXYN, bMatOnSliceXY) ;
}
}
// Configurazione 10
else if ( nAllConfig[nIndex] == 10) {
// Test sulla topologia
bool bDefStTopology = false ;
bool bNewTopology = false ;
int nCount = 0 ;
while ( nIndexConfig10[nCount] != nIndex)
++ nCount ;
// Vedo se la topologia è definita: se sì uso l'informazione già posseduta,
// altrimenti devo calcolare la topologia
int nIJKSlSt[3] = { i, j, k} ;
int nIJKSlEn[3] = { ( nAdjVox10[nCount] != 1 ? i : i + 1),
( nAdjVox10[nCount] != 2 ? j : j + 1),
( nAdjVox10[nCount] != 3 ? k : k + 1)} ;
int nSliceStN, nSliceEnN ;
int nSlBlockEnN ;
if ( GetVoxNFromIJK( nIJKSlSt[0], nIJKSlSt[1], nIJKSlSt[2], nSliceStN) &&
GetVoxNFromIJK( nIJKSlEn[0], nIJKSlEn[1], nIJKSlEn[2], nSliceEnN)) {
if ( abs( nAdjVox10[nCount]) == 1) {
auto itSt = SliceYZ.find( nSliceStN) ;
if ( itSt != SliceYZ.end()) {
bNewTopology = itSt->second ;
bDefStTopology = true ;
}
}
else if ( abs( nAdjVox10[nCount]) == 2) {
auto itSt = SliceXZ.find( nSliceStN) ;
if ( itSt != SliceXZ.end()) {
bNewTopology = itSt->second ;
bDefStTopology = true ;
}
}
else if ( abs( nAdjVox10[nCount]) == 3) {
auto itSt = SliceXY.find( nSliceStN) ;
if ( itSt != SliceXY.end()) {
bNewTopology = itSt->second ;
bDefStTopology = true ;
}
}
}
// La topologia non è definita, la calcolo
if ( ! bDefStTopology && bReg) {
// Verifico concordanza tra i versori di una stessa componente
// (ogni coppia di vettori di una medesima componente deve avere prodotto scalare non inferiore a 0.0)
Vector3d vtCmpAvg0, vtCmpAvg1 ;
bool bTest0 = DotTest( CompoVert[0], 4, vtCmpAvg0, 0.0) ;
bool bTest1 = DotTest( CompoVert[1], 4, vtCmpAvg1, 0.0) ;
bNewTopology = ( ! bTest0 || ! bTest1) ;
}
// Conservo l'informazioe e la trasmetto al voxel successivo
if ( GetVoxNFromIJK( nIJKSlSt[0], nIJKSlSt[1], nIJKSlSt[2], nSliceStN) &&
GetVoxNFromIJK( nIJKSlEn[0], nIJKSlEn[1], nIJKSlEn[2], nSliceEnN)) {
if ( abs( nAdjVox6[nCount]) == 1) {
if ( GetBlockNFromIJK( nIJKSlEn, nSlBlockEnN)) {
auto it = m_SliceYZ[nSlBlockEnN].find( nSliceEnN) ;
if ( it != m_SliceYZ[nSlBlockEnN].end()) {
if ( it->second != bNewTopology)
m_BlockToUpdate[nSlBlockEnN] = true ;
it->second = bNewTopology ;
}
else
m_SliceYZ[nSlBlockEnN].emplace( nSliceEnN, bNewTopology) ;
}
}
else if ( abs( nAdjVox6[nCount]) == 2) {
if ( GetBlockNFromIJK( nIJKSlEn, nSlBlockEnN)) {
auto it = m_SliceXZ[nSlBlockEnN].find( nSliceEnN) ;
if ( it != m_SliceXZ[nSlBlockEnN].end()) {
if ( it->second != bNewTopology)
m_BlockToUpdate[nSlBlockEnN] = true ;
it->second = bNewTopology ;
}
else
m_SliceXZ[nSlBlockEnN].emplace( nSliceEnN, bNewTopology) ;
}
}
else if ( abs( nAdjVox6[nCount]) == 3) {
if ( GetBlockNFromIJK( nIJKSlEn, nSlBlockEnN)) {
auto it = m_SliceXY[nSlBlockEnN].find( nSliceEnN) ;
if ( it != m_SliceXY[nSlBlockEnN].end()) {
if ( it->second != bNewTopology)
m_BlockToUpdate[nSlBlockEnN] = true ;
it->second = bNewTopology ;
}
else
m_SliceXY[nSlBlockEnN].emplace( nSliceEnN, bNewTopology) ;
}
}
}
// Si passa alla seconda topologia
if ( bNewTopology) {
// Ricerca del caso corrispondente della nuova topologia
int nt = 0 ;
while ( nIndexVsIndex10[nt][0] != nIndex)
++ nt ;
// Riaggiorno gli offsets
nExtTabOff = 2 ;
nStdTabOff = 0 ;
// Modifico le matrici
int nRotCase = nIndexVsIndex10[nt][1] ;
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) ;
}
}
}
Voxel VoxConf ;
VoxConf.nNumComp = 0 ;
SmoothTriaStruct VoxSmoothTria ;
int nVoxSmootSizePrev = int( VoxSmoothTria.vTria.size()) ;
int nVoxSmootSize = nVoxSmootSizePrev ;
// Numero di feature nel voxel: al più vi è una feature per componente connessa.
int nFeatureInVoxel = 0 ;
// Ciclo sulle componenti
for ( int nComp = 0 ; nComp < nComponents ; ++ nComp) {
int nFeatureType = NO_FEATURE ;
// Se i componenti sono regolari valuto le normali per stabilire se eseguire ExtMC o MC
if ( bReg)
nFeatureType = TestOnNormal( CompoVert[nComp], nVertComp[nComp]) ;
// Extended MC
if ( nFeatureType != NO_FEATURE) {
// Passo al sistema di riferimento del baricentro
Point3d ptGravityCenter( 0, 0, 0) ;
for ( int ni = 0 ; ni < nVertComp[nComp] ; ++ ni)
ptGravityCenter += CompoVert[nComp][ni].ptPApp ;
ptGravityCenter = ptGravityCenter / nVertComp[nComp] ;
Vector3d vtTrasf[12] ;
for ( int ni = 0 ; ni < nVertComp[nComp] ; ++ ni)
vtTrasf[ni] = CompoVert[nComp][ni].ptPApp - ptGravityCenter ;
// Preparo le matrici per il sistema
SvdMatrix dMatrixN( nVertComp[nComp], 3) ;
SvdVector dKnownVector( nVertComp[nComp]) ;
// medio le normali adiacenti molto vicine (delta angolare inferiore a 22.5 deg)
Vector3d vtNorm[12] ;
for ( int ni = 0 ; ni < nVertComp[nComp] ; ++ ni)
vtNorm[ni] = CompoVert[nComp][ni].vtVec ;
for ( int ni = 0 ; ni < nVertComp[nComp] ; ++ ni) {
int nj = ( ni + 1) % nVertComp[nComp] ;
if ( vtNorm[ni] * vtNorm[nj] > 0.92) {
Vector3d vtNI = ( 0.6 * vtNorm[ni] + 0.4 * vtNorm[nj]) ;
Vector3d vtNJ = ( 0.4 * vtNorm[ni] + 0.6 * vtNorm[nj]) ;
vtNorm[ni] = vtNI ;
vtNorm[ni].Normalize() ;
vtNorm[nj] = vtNJ ;
vtNorm[nj].Normalize() ;
++ ni ;
}
}
// Definisco la matrice del sistema
for ( int ni = 0 ; ni < nVertComp[nComp] ; ++ ni) {
dMatrixN( ni, 0) = vtNorm[ni].x ;
dMatrixN( ni, 1) = vtNorm[ni].y ;
dMatrixN( ni, 2) = vtNorm[ni].z ;
dKnownVector( ni) = vtNorm[ni] * vtTrasf[ni] ;
}
// calcolo SVD
SvdDecomposer svd( dMatrixN, Eigen::ComputeThinU | Eigen::ComputeThinV) ;
auto dMatrixV = svd.matrixV() ;
auto dSingularValue = svd.singularValues() ;
// Se la feature è un edge annullo il valore singolare minore.
if ( nFeatureType == EDGE) {
double dThres = 0.5 * ( dSingularValue( 1) + dSingularValue( 2)) / dSingularValue( 0) ;
svd.setThreshold( dThres) ;
}
// risolvo il sistema con SVD, quindi ai minimi quadrati
auto dUnknownVector = svd.solve( dKnownVector) ;
// Vettore Baricentro-Feature
Vector3d vtFeature( dUnknownVector( 0), dUnknownVector( 1), dUnknownVector( 2)) ;
// Esprimo la soluzione nel sistema di riferimento z-map
Point3d ptSol = ptGravityCenter + vtFeature ;
bool bExtConfirmed = true ;
Vector3d vtNullSpace( dMatrixV( 0, 2), dMatrixV( 1, 2), dMatrixV( 2, 2)) ;
if ( nFeatureType == EDGE && vtNullSpace.Normalize() && ! IsPointInsideVoxelApprox( i, j, k, ptSol)) {
bool bVertMoved = false ;
for ( int ni = 0 ; ni < nVertComp[nComp] ; ++ ni) {
Vector3d vtBaseVert = CompoVert[nComp][ni].ptPApp - ptSol ;
Vector3d vtDist = vtBaseVert - vtBaseVert * vtNullSpace * vtNullSpace ;
double dMaxDist = 0.005 * N_DEXVOXRATIO * m_dStep ;
if ( vtDist.SqLen() < dMaxDist * dMaxDist) {
ptSol = CompoVert[nComp][ni].ptPApp ;
bVertMoved = true ;
break ;
}
}
// Gestione del caso configurazione 2 lungo creste di sharp-feature
if ( ! bVertMoved && nAllConfig[nIndex] == 2) {
// La tabella ha i vertici disposti in due modalità
int nV0 = 0 ;
int nV1 = 1 ;
int nV2 = 2 ;
int nV3 = 3 ;
if ( ! Config2VertOrder( nIndex)) {
int nTempV = nV3 ;
nV3 = nV2 ;
nV2 = nV1 ;
nV1 = nV0 ;
nV0 = nTempV ;
}
// Se le normali sono a due a due qauasi parallele e posizionate da dar origine a un ribaltamento
if ( AreSameVectorApprox( CompoVert[nComp][nV0].vtVec, CompoVert[nComp][nV1].vtVec) &&
AreSameVectorApprox( CompoVert[nComp][nV2].vtVec, CompoVert[nComp][nV3].vtVec)) {
// Triangolo di prova
Triangle3d trHintTria ;
trHintTria.Set( ptSol, CompoVert[nComp][nV1].ptPApp, CompoVert[nComp][nV0].ptPApp) ;
trHintTria.Validate( true) ;
// Se avviene un ribaltamento non confermiamo ExtMC
if ( trHintTria.GetN() * CompoVert[nComp][nV0].vtVec < - 0.9)
bExtConfirmed = false ;
if ( bExtConfirmed) {
trHintTria.Set( ptSol, CompoVert[nComp][nV3].ptPApp, CompoVert[nComp][nV2].ptPApp) ;
trHintTria.Validate( true) ;
if ( trHintTria.GetN() * CompoVert[nComp][nV2].vtVec < - 0.9)
bExtConfirmed = false ;
}
}
}
if ( ! bVertMoved && nAllConfig[nIndex] == 8) {
bool bSpecialCase = false ;
/* int nV0, nV1, nV2, nV3 ;
if ( CompoVert[nComp][0].vtVec * CompoVert[nComp][1].vtVec > 0.7 &&
CompoVert[nComp][2].vtVec * CompoVert[nComp][3].vtVec > 0.7) {
nV0 = 0 ;
nV1 = 1 ;
nV2 = 2 ;
nV3 = 3 ;
bSpecialCase = true ;
}
if ( CompoVert[nComp][0].vtVec * CompoVert[nComp][2].vtVec > 0.7 &&
CompoVert[nComp][1].vtVec * CompoVert[nComp][3].vtVec > 0.7) {
nV0 = 0 ;
nV1 = 2 ;
nV2 = 1 ;
nV3 = 3 ;
bSpecialCase = true ;
}*/
/*int nCouple[4] = { -1, -1, -1, -1} ;
int nFirstFree = 0 ;
for ( int a = 0 ; a < 3 ; ++ a) {
for ( int b = a + 1 ; b < 4 ; ++ b) {
if ( CompoVert[nComp][a].vtVec * CompoVert[nComp][b].vtVec > 0.9) {
bool bNewCoupleValid = true ;
for ( int d = 0 ; d < nFirstFree ; ++ d) {
if ( nCouple[d] == a || nCouple[d] == b) {
bNewCoupleValid = false ;
break ;
}
}
if ( bNewCoupleValid) {
nCouple[nFirstFree] = a ;
nCouple[nFirstFree + 1] = b ;
nFirstFree += 2 ;
}
}
}
}*/
int nCouple[4] = { -1, -1, -1, -1} ;
int nFirstFree = 0 ;
for ( int a = 0 ; a < 4 ; ++ a) {
int nNa = ( a + 1) % 4 ;
if ( CompoVert[nComp][a].vtVec * CompoVert[nComp][nNa].vtVec > 0.9) {
bool bNewCoupleValid = true ;
for ( int b = 0 ; b < nFirstFree ; ++ b) {
if ( nCouple[b] == a || nCouple[b] == nNa) {
bNewCoupleValid = false ;
break ;
}
}
if ( bNewCoupleValid) {
nCouple[nFirstFree] = a ;
nCouple[nFirstFree + 1] = nNa ;
nFirstFree += 2 ;
}
}
}
if ( nCouple[3] != -1)
bSpecialCase = true ;
// Se le normali sono a due a due quasi parallele e posizionate da dar origine a un ribaltamento
if ( bSpecialCase) {
// Triangolo di prova
Triangle3d trHintTria ;
trHintTria.Set( ptSol, CompoVert[nComp][nCouple[1]].ptPApp, CompoVert[nComp][nCouple[0]].ptPApp) ;
trHintTria.Validate( true) ;
// Se avviene un ribaltamento non confermiamo ExtMC
if ( trHintTria.GetN() * CompoVert[nComp][nCouple[0]].vtVec < - 0.9)
bExtConfirmed = false ;
if ( bExtConfirmed) {
trHintTria.Set( ptSol, CompoVert[nComp][nCouple[3]].ptPApp, CompoVert[nComp][nCouple[2]].ptPApp) ;
trHintTria.Validate( true) ;
if ( trHintTria.GetN() * CompoVert[nComp][nCouple[2]].vtVec < - 0.9)
bExtConfirmed = false ;
}
}
}
}
// ExtMC confermato
if ( bExtConfirmed) {
int tOldCompo = VoxConf.nNumComp ;
++ VoxConf.nNumComp ;
VoxConf.Compo[tOldCompo].nVertNum = nVertComp[nComp] ;
for ( int nV = 0 ; nV < nVertComp[nComp] ; ++ nV) {
VoxConf.Compo[tOldCompo].CompVecField[nV] = CompoVert[nComp][nV] ;
}
VoxConf.Compo[tOldCompo].ptVert = ptSol ;
VoxConf.Compo[tOldCompo].vtNullSpace = vtNullSpace ;
VoxConf.Compo[tOldCompo].bInside = IsPointInsideVoxelApprox( i, j, k, ptSol, EPS_SMALL) ;
VoxConf.Compo[tOldCompo].bCorner = ( nFeatureType == CORNER) ;
}
// ExtMC non confermato
else
CreateSmoothTriangle( nIndex, nVertComp[nComp], CompoTriVert[nComp], true, VoxSmoothTria) ;
}
// Standard MC
else if ( m_nShape != BOX) {
CreateSmoothTriangle( nIndex, nVertComp[nComp], CompoTriVert[nComp], false, VoxSmoothTria) ;
}
}
// Se nel voxel abbiamo trovato feature
// aggiorniamo i contenitori.
if ( VoxConf.nNumComp > 0) {
VoxConf.i = i ;
VoxConf.j = j ;
VoxConf.k = k ;
int nIJK[3] = { i, j, k} ;
int nKey ;
GetVoxNFromIJK( i, j, k, nKey) ;
if ( IsAVoxelOnBoundary( nLimits, nIJK, true))
m_InterBlockVox[nBlock].emplace( nKey, VoxConf) ;
else
vVox.emplace( nKey, VoxConf) ;
}
// Se nel voxel abbiamo trovato componenti smooth
// aggiorno i contenitori
nVoxSmootSize = int( VoxSmoothTria.vTria.size()) ;
if ( nVoxSmootSize > nVoxSmootSizePrev) {
VoxSmoothTria.i = i ;
VoxSmoothTria.j = j ;
VoxSmoothTria.k = k ;
m_BlockSmoothTria[nBlock].emplace_back( VoxSmoothTria) ;
nVoxSmootSizePrev = nVoxSmootSize ;
}
}
}
}
// Se il solido è un parallelepipedo creo direttamente i triangoli grandi
if ( m_nShape == BOX) {
int nBlockIJK[3] ;
GetBlockIJKFromN( nBlock, nBlockIJK) ;
// Determino il primo nodo pieno della mappa
int nFirstVoxI, nFirstVoxJ, nFirstVoxK ;
GetFirstVoxIJK( nFirstVoxI, nFirstVoxJ, nFirstVoxK) ;
// Determino il primo nodo pieno della mappa
int nLastVoxI, nLastVoxJ, nLastVoxK ;
GetLastVoxIJK( nLastVoxI, nLastVoxJ, nLastVoxK) ;
// Costruisco i triangoli paralleli al piano YZ
if ( nBlockIJK[0] == 0 || nBlockIJK[0] + 1 == m_nFracLin[0]) {
// Indici dei dexel corrispondenti al confine inferiore fra voxel piatti e feature
int nDexMinJ = ( nBlockIJK[1] == 0 ? N_DEXVOXRATIO * ( nFirstVoxJ + 1) :
N_DEXVOXRATIO * nBlockIJK[1] * m_nVoxNumPerBlock) ;
int nDexMinK = ( nBlockIJK[2] == 0 ? N_DEXVOXRATIO * ( nFirstVoxK + 1) :
N_DEXVOXRATIO * nBlockIJK[2] * m_nVoxNumPerBlock) ;
// Indici dei dexel corrispondenti al confine superiore fra voxel piatti e feature
int nDexMaxJ = ( nBlockIJK[1] + 1 < int( m_nFracLin[1]) ? N_DEXVOXRATIO * ( nBlockIJK[1] + 1) * m_nVoxNumPerBlock :
N_DEXVOXRATIO * nLastVoxJ) ;
int nDexMaxK = ( nBlockIJK[2] + 1 < int( m_nFracLin[2]) ? N_DEXVOXRATIO * ( nBlockIJK[2] + 1) * m_nVoxNumPerBlock :
N_DEXVOXRATIO * nLastVoxK) ;
// Determino coordinate minime e massime dei punti dei triangoli
double dYMin = ( nDexMinJ + 0.5) * m_dStep ;
double dZMin = ( nDexMinK + 0.5) * m_dStep ;
double dYMax = ( nDexMaxJ + 0.5) * m_dStep ;
double dZMax = ( nDexMaxK + 0.5) * m_dStep ;
// Determino colore dei triangoli
int nFaceInfGrade = m_Values[1][nDexMinK * m_nNx[1] + nDexMinJ][0].nToolMin ;
int nFaceSupGrade = m_Values[1][nDexMinK * m_nNx[1] + nDexMinJ][0].nToolMax ;
// Piano di coordinata x inferiore: versore normale rivolto come X-
if ( nBlockIJK[0] == 0) {
Triangle3dEx trTria1, trTria2 ;
CreateBigTriangleYZ( dYMin, dYMax, dZMin, dZMax, m_dMinZ[1], false, nFaceInfGrade, trTria1, trTria2) ;
trTria1.ToGlob( m_MapFrame) ;
trTria2.ToGlob( m_MapFrame) ;
m_BlockBigTria[nBlock].emplace_back( trTria1) ;
m_BlockBigTria[nBlock].emplace_back( trTria2) ;
}
// Piano di coordinata x superiore: versore normale rivolto come X+
if ( nBlockIJK[0] + 1 == m_nFracLin[0]) {
Triangle3dEx trTria1, trTria2 ;
CreateBigTriangleYZ( dYMin, dYMax, dZMin, dZMax, m_dMaxZ[1], true, nFaceSupGrade, trTria1, trTria2) ;
trTria1.ToGlob( m_MapFrame) ;
trTria2.ToGlob( m_MapFrame) ;
m_BlockBigTria[nBlock].emplace_back( trTria1) ;
m_BlockBigTria[nBlock].emplace_back( trTria2) ;
}
}
// Costruisco i triangoli paralleli al piano XZ
if ( nBlockIJK[1] == 0 || nBlockIJK[1] + 1 == m_nFracLin[1]) {
// Indici dei dexel corrispondenti al confine inferiore fra voxel piatti e feature
int nDexMinI = ( nBlockIJK[0] == 0 ? N_DEXVOXRATIO * ( nFirstVoxI + 1) :
N_DEXVOXRATIO * nBlockIJK[0] * m_nVoxNumPerBlock) ;
int nDexMinK = ( nBlockIJK[2] == 0 ? N_DEXVOXRATIO * ( nFirstVoxK + 1) :
N_DEXVOXRATIO * nBlockIJK[2] * m_nVoxNumPerBlock) ;
// Indici dei dexel corrispondenti al confine superiore fra voxel piatti e feature
int nDexMaxI = ( nBlockIJK[0] + 1 < int( m_nFracLin[0]) ? N_DEXVOXRATIO * ( nBlockIJK[0] + 1) * m_nVoxNumPerBlock :
N_DEXVOXRATIO * nLastVoxI) ;
int nDexMaxK = ( nBlockIJK[2] + 1 < int( m_nFracLin[2]) ? N_DEXVOXRATIO * ( nBlockIJK[2] + 1) * m_nVoxNumPerBlock :
N_DEXVOXRATIO * nLastVoxK) ;
// Determino coordinate minime e massime dei punti dei triangoli
double dXMin = ( nDexMinI + 0.5) * m_dStep ;
double dZMin = ( nDexMinK + 0.5) * m_dStep ;
double dXMax = ( nDexMaxI + 0.5) * m_dStep ;
double dZMax = ( nDexMaxK + 0.5) * m_dStep ;
// Determino colore dei triangoli
int nFaceInfGrade = m_Values[2][nDexMinI * m_nNx[2] + nDexMinK][0].nToolMin ;
int nFaceSupGrade = m_Values[2][nDexMinI * m_nNx[2] + nDexMinK][0].nToolMax ;
// Piano di coordinata y inferiore: versore normale rivolto come Y-
if ( nBlockIJK[1] == 0) {
Triangle3dEx trTria1, trTria2 ;
CreateBigTriangleXZ( dXMin, dXMax, dZMin, dZMax, m_dMinZ[2], false, nFaceInfGrade, trTria1, trTria2) ;
trTria1.ToGlob( m_MapFrame) ;
trTria2.ToGlob( m_MapFrame) ;
m_BlockBigTria[nBlock].emplace_back( trTria1) ;
m_BlockBigTria[nBlock].emplace_back( trTria2) ;
}
// Piano di coordinata y superiore: versore normale rivolto come Y+
if ( nBlockIJK[1] + 1 == m_nFracLin[1]) {
Triangle3dEx trTria1, trTria2 ;
CreateBigTriangleXZ( dXMin, dXMax, dZMin, dZMax, m_dMaxZ[2], true, nFaceSupGrade, trTria1, trTria2) ;
trTria1.ToGlob( m_MapFrame) ;
trTria2.ToGlob( m_MapFrame) ;
m_BlockBigTria[nBlock].emplace_back( trTria1) ;
m_BlockBigTria[nBlock].emplace_back( trTria2) ;
}
}
// Costruisco i triangoli paralleli al piano XY
if ( nBlockIJK[2] == 0 || nBlockIJK[2] + 1 == m_nFracLin[2]) {
// Indici dei dexel corrispondenti al confine inferiore fra voxel piatti e feature
int nDexMinI = ( nBlockIJK[0] == 0 ? N_DEXVOXRATIO * ( nFirstVoxI + 1) :
N_DEXVOXRATIO * nBlockIJK[0] * m_nVoxNumPerBlock) ;
int nDexMinJ = ( nBlockIJK[1] == 0 ? N_DEXVOXRATIO * ( nFirstVoxJ + 1) :
N_DEXVOXRATIO * nBlockIJK[1] * m_nVoxNumPerBlock) ;
// Indici dei dexel corrispondenti al confine superiore fra voxel piatti e feature
int nDexMaxI = ( nBlockIJK[0] + 1 < int( m_nFracLin[0]) ? N_DEXVOXRATIO * ( nBlockIJK[0] + 1) * m_nVoxNumPerBlock :
N_DEXVOXRATIO * nLastVoxI) ;
int nDexMaxJ = ( nBlockIJK[1] + 1 < int( m_nFracLin[1]) ? N_DEXVOXRATIO * ( nBlockIJK[1] + 1) * m_nVoxNumPerBlock :
N_DEXVOXRATIO * nLastVoxJ) ;
// Determino coordinate minime e massime dei punti dei triangoli
double dXMin = ( nDexMinI + 0.5) * m_dStep ;
double dYMin = ( nDexMinJ + 0.5) * m_dStep ;
double dXMax = ( nDexMaxI + 0.5) * m_dStep ;
double dYMax = ( nDexMaxJ + 0.5) * m_dStep ;
// Determino colore dei triangoli
int nFaceInfGrade = m_Values[0][nDexMinJ * m_nNx[0] + nDexMinI][0].nToolMin ;
int nFaceSupGrade = m_Values[0][nDexMinJ * m_nNx[0] + nDexMinI][0].nToolMax ;
// Piano di coordinata Z inferiore: versore normale rivolto come Z-
if ( nBlockIJK[2] == 0) {
Triangle3dEx trTria1, trTria2 ;
CreateBigTriangleXY( dXMin, dXMax, dYMin, dYMax, m_dMinZ[0], false, nFaceInfGrade, trTria1, trTria2) ;
trTria1.ToGlob( m_MapFrame) ;
trTria2.ToGlob( m_MapFrame) ;
m_BlockBigTria[nBlock].emplace_back( trTria1) ;
m_BlockBigTria[nBlock].emplace_back( trTria2) ;
}
// Piano di coordinata Z superiore: versore normale rivolto come Z+
if ( nBlockIJK[2] + 1 == m_nFracLin[2]) {
Triangle3dEx trTria1, trTria2 ;
CreateBigTriangleXY( dXMin, dXMax, dYMin, dYMax, m_dMaxZ[0], true, nFaceSupGrade, trTria1, trTria2) ;
trTria1.ToGlob( m_MapFrame) ;
trTria2.ToGlob( m_MapFrame) ;
m_BlockBigTria[nBlock].emplace_back( trTria1) ;
m_BlockBigTria[nBlock].emplace_back( trTria2) ;
}
}
}
// Processo i Voxel con possibile superficie piana
else {
ProcessVoxContXY( VoxContXYInf, nBlock, false) ;
ProcessVoxContXY( VoxContXYSup, nBlock, true) ;
ProcessVoxContYZ( VoxContYZInf, nBlock, false) ;
ProcessVoxContYZ( VoxContYZSup, nBlock, true) ;
ProcessVoxContXZ( VoxContXZInf, nBlock, false) ;
ProcessVoxContXZ( VoxContXZSup, nBlock, true) ;
}
return true ;
}
//----------------------------------------------------------------------------
bool
VolZmap::RegulateFeaturesChain( vector<VoxelContainer>& vVecVox) const
{
// Ciclo sui blocchi
for ( int nBlock = 0 ; nBlock < int( m_nNumBlock) ; ++ nBlock) {
// Se il blocco è da aggiornare
if ( m_BlockToUpdate[nBlock]) {
// Ciclo sui voxel interni
for ( auto itVox = vVecVox[nBlock].begin() ; itVox != vVecVox[nBlock].end() ; ++ itVox) {
int nVox ;
Voxel& CurVox = itVox->second ;
GetVoxNFromIJK( CurVox.i, CurVox.j, CurVox.k, nVox) ;
// Ciclo sulle componenti
for ( int nComp = 0 ; nComp < CurVox.nNumComp ; ++ nComp) {
// Vertice fuori dal suo voxel
if ( ! CurVox.Compo[nComp].bInside) {
// Caso corner
if ( CurVox.Compo[nComp].bCorner) {
// Cerco i primi vicini
INTVECTOR vNearFirst, vBordNearFirst ;
FindAdjComp( vVecVox, nBlock, nVox, nComp, vNearFirst, vBordNearFirst) ;
// Ciclo sui primi vicini
int nInnSizeF = int( vNearFirst.size()) ;
int nBorSizeF = int( vBordNearFirst.size()) ;
for ( int nF = 0 ; nF < nInnSizeF + nBorSizeF ; nF += 3) {
// Indice e vettore corrente dei primi vicini
int nFCur = nF < nInnSizeF ? nF : nF - nInnSizeF ;
INTVECTOR vVecNFCur = nF < nInnSizeF ? vNearFirst : vBordNearFirst ;
// Cerco i secondi vicini
INTVECTOR vNearSecond, vBordNearSecond ;
FindAdjComp( vVecVox, vVecNFCur[nFCur], vVecNFCur[nFCur+1], vVecNFCur[nFCur+2],
vNearSecond, vBordNearSecond) ;
// Ciclo sui secondi vicini
int nInnSizeS = int( vNearSecond.size()) ;
int nBorSizeS = int( vBordNearSecond.size()) ;
for ( int nS = 0 ; nS < nInnSizeS + nBorSizeS ; nS += 3) {
// Indice e vettore corrente dei secondi vicini
int nNSCur = nS < nInnSizeS ? nS : nS - nInnSizeS ;
INTVECTOR vVecNSCur = nS < nInnSizeS ? vNearSecond : vBordNearSecond ;
// Escludo dai secondi i primi vicini
bool bFirst = false ;
if ( vVecNSCur[nNSCur] == nBlock &&
vVecNSCur[nNSCur+1] == nVox &&
vVecNSCur[nNSCur+2] == nComp)
bFirst = true ;
for ( int nOldF = 0 ; nOldF < nInnSizeF + nBorSizeF ; nOldF += 3) {
if ( nOldF < nInnSizeF) {
if ( vVecNSCur[nNSCur] == vNearFirst[nOldF] &&
vVecNSCur[nNSCur+1] == vNearFirst[nOldF+1] &&
vVecNSCur[nNSCur+2] == vNearFirst[nOldF+2])
bFirst = true ;
}
else {
if ( vVecNSCur[nNSCur] == vBordNearFirst[nOldF-nInnSizeF] &&
vVecNSCur[nNSCur+1] == vBordNearFirst[nOldF-nInnSizeF+1] &&
vVecNSCur[nNSCur+2] == vBordNearFirst[nOldF-nInnSizeF+2])
bFirst = true ;
}
}
// Se trovo un secondo fra i primi salto l'iterazione
if ( bFirst)
continue ;
// Se necessario regolarizzo la catena
Voxel& VoxNearFirst = nF < nInnSizeF ? vVecVox[vVecNFCur[nFCur]].find( vVecNFCur[nFCur+1])->second :
m_InterBlockVox[vVecNFCur[nFCur]].find( vVecNFCur[nFCur+1])->second ;
Voxel& VoxNearSecond = nS < nInnSizeS ? vVecVox[vVecNSCur[nNSCur]].find( vVecNSCur[nNSCur+1])->second :
m_InterBlockVox[vVecNSCur[nNSCur]].find( vVecNSCur[nNSCur+1])->second ;
Point3d ptCurV = CurVox.Compo[nComp].ptVert ;
Point3d ptFirst = VoxNearFirst.Compo[vVecNFCur[nFCur+2]].ptVert ;
Point3d ptSecond = VoxNearSecond.Compo[vVecNSCur[nNSCur+2]].ptVert ;
Vector3d vtF = ptFirst - ptCurV ;
Vector3d vtS = ptSecond - ptCurV ;
vtF.Normalize() ;
vtS.Normalize() ;
// Calcolo i baricentri dei vertici dei fan
Point3d ptCurBar ;
for ( int n = 0 ; n < CurVox.Compo[nComp].nVertNum ; ++ n)
ptCurBar += CurVox.Compo[nComp].CompVecField[n].ptPApp ;
ptCurBar /= CurVox.Compo[nComp].nVertNum ;
Point3d ptFirstBar ;
for ( int n = 0 ; n < VoxNearFirst.Compo[vVecNFCur[nFCur+2]].nVertNum ; ++ n)
ptFirstBar += VoxNearFirst.Compo[vVecNFCur[nFCur+2]].CompVecField[n].ptPApp ;
ptFirstBar /= VoxNearFirst.Compo[vVecNFCur[nFCur+2]].nVertNum ;
Point3d ptSecondBar ;
for ( int n = 0 ; n < VoxNearSecond.Compo[vVecNSCur[nNSCur+2]].nVertNum ; ++ n)
ptSecondBar += VoxNearSecond.Compo[vVecNSCur[nNSCur+2]].CompVecField[n].ptPApp ;
ptSecondBar /= VoxNearSecond.Compo[vVecNSCur[nNSCur+2]].nVertNum ;
Vector3d vtBarCF = ptFirstBar - ptCurBar ;
Vector3d vtBarCS = ptSecondBar - ptCurBar ;
Vector3d vtBarSF = ptSecondBar - ptFirstBar ;
vtBarCF.Normalize() ;
vtBarCS.Normalize() ;
vtBarSF.Normalize() ;
if ( vtBarCF * vtBarCS > 0.5 && vtBarCF * vtBarSF > 0.5 && vtBarCS * vtBarSF > 0.5 &&
vtF * vtS < - 0.9 && ! VoxNearFirst.Compo[vVecNFCur[nFCur+2]].bCorner) {
VoxNearFirst.Compo[vVecNFCur[nFCur+2]].ptVert = 0.5 * ( ptCurV + ptSecond) ;
}
}
}
}
// Caso feature
else {
INTVECTOR vNearInn, vNearBord ;
FindAdjComp( vVecVox, nBlock, nVox, nComp, vNearInn, vNearBord) ;
int nSizeInn = int( vNearInn.size()) ;
int nSizeBord = int( vNearBord.size() );
if ( nSizeInn + nSizeBord == 6) {
const Voxel* pVoxSt = nullptr ;
const Voxel* pVoxEn = nullptr ;
if ( nSizeInn == 6) {
pVoxSt = &( vVecVox[vNearInn[0]].find( vNearInn[1])->second) ;
pVoxEn = &( vVecVox[vNearInn[3]].find( vNearInn[4])->second) ;
}
else if ( nSizeBord == 6) {
pVoxSt = &( m_InterBlockVox[vNearBord[0]].find( vNearBord[1])->second) ;
pVoxEn = &( m_InterBlockVox[vNearBord[3]].find( vNearBord[4])->second) ;
}
else {
pVoxSt = &( vVecVox[vNearInn[0]].find( vNearInn[1])->second) ;
pVoxEn = &( m_InterBlockVox[vNearBord[0]].find( vNearBord[1])->second) ;
}
Point3d ptPCur = CurVox.Compo[nComp].ptVert ;
Point3d ptPSt ;
Point3d ptPEn ;
if ( nSizeInn == 6) {
ptPSt = pVoxSt->Compo[vNearInn[2]].ptVert ;
ptPEn = pVoxEn->Compo[vNearInn[5]].ptVert ;
}
else if ( nSizeBord == 6) {
ptPSt = pVoxSt->Compo[vNearBord[2]].ptVert ;
ptPEn = pVoxEn->Compo[vNearBord[5]].ptVert ;
}
else {
ptPSt = pVoxSt->Compo[vNearInn[2]].ptVert ;
ptPEn = pVoxEn->Compo[vNearBord[2]].ptVert ;
}
Vector3d vtStCurr = ptPCur - ptPSt ;
Vector3d vtStEn = ptPEn - ptPSt ;
Vector3d vtCurrEn = ptPEn - ptPCur ;
vtStCurr.Normalize() ;
vtStEn.Normalize() ;
vtCurrEn.Normalize() ;
Point3d ptMid = 0.5 * ( ptPSt + ptPEn) ;
double dMidU = ( ptMid - ptPSt) * vtStEn ;
double dCurU = ( ptPCur - ptPSt) * vtStEn ;
Point3d ptNew ;
Point3d ptPLine ;
Vector3d vtDLine ;
if ( dMidU < dCurU) {
ptPLine = ptPEn ;
vtDLine = - vtCurrEn ;
ptNew = ptPEn + ( ptMid - ptPEn) * vtCurrEn * vtCurrEn ;
}
else {
ptPLine = ptPSt ;
vtDLine = vtStCurr ;
ptNew = ptPSt + ( ptMid - ptPSt) * vtStCurr * vtStCurr ;
}
Point3d ptCubeInf( ( CurVox.i * N_DEXVOXRATIO + 0.5) * m_dStep,
( CurVox.j * N_DEXVOXRATIO + 0.5) * m_dStep,
( CurVox.k * N_DEXVOXRATIO + 0.5) * m_dStep) ;
Point3d ptCubeSup( ( ( CurVox.i + 1) * N_DEXVOXRATIO + 0.5) * m_dStep,
( ( CurVox.j + 1) * N_DEXVOXRATIO + 0.5) * m_dStep,
( ( CurVox.k + 1) * N_DEXVOXRATIO + 0.5) * m_dStep) ;
double dU1, dU2 ;
if ( 1 - abs( vtStCurr * vtCurrEn ) < EPS_ZERO &&
IntersLineBox( ptPLine, vtDLine, ptCubeInf, ptCubeSup, dU1, dU2)) {
double dU = abs( dU1) < abs( dU2) ? dU1 + ( dU2 - dU1) / 2 : dU2 + ( dU1 - dU2) / 2 ;
ptNew = ptPLine + dU * vtDLine ;
}
bool bNewInside = IsPointInsideVoxelApprox( CurVox.i, CurVox.j, CurVox.k, ptNew, 0) ;
if ( abs( vtStCurr * vtStEn) > 0.95 && abs( vtStCurr * vtCurrEn) > 0.95 &&
abs( vtStEn * vtCurrEn) > 0.95) {
CurVox.Compo[nComp].ptVert = ptNew ;
}
}
}
}
}
}
// Ciclo sui voxel di frontiera
for ( auto itVox = m_InterBlockVox[nBlock].begin() ; itVox != m_InterBlockVox[nBlock].end() ; ++ itVox) {
int nVox ;
Voxel& CurVox = itVox->second ;
GetVoxNFromIJK( CurVox.i, CurVox.j, CurVox.k, nVox) ;
// Ciclo sulle componenti
for ( int nComp = 0 ; nComp < CurVox.nNumComp ; ++ nComp) {
// Vertice fuori dal suo voxel
if ( ! CurVox.Compo[nComp].bInside) {
// Caso feature
if ( ! CurVox.Compo[nComp].bCorner) {
INTVECTOR vNearInn, vNearBord ;
FindAdjComp( vVecVox, nBlock, nVox, nComp, vNearInn, vNearBord) ;
int nSizeInn = int( vNearInn.size()) ;
int nSizeBord = int( vNearBord.size() );
if ( nSizeInn + nSizeBord == 6) {
const Voxel* pVoxSt = nullptr ;
const Voxel* pVoxEn = nullptr ;
if ( nSizeInn == 6) {
pVoxSt = &( vVecVox[vNearInn[0]].find( vNearInn[1])->second) ;
pVoxEn = &( vVecVox[vNearInn[3]].find( vNearInn[4])->second) ;
}
else if ( nSizeBord == 6) {
pVoxSt = &( m_InterBlockVox[vNearBord[0]].find( vNearBord[1])->second) ;
pVoxEn = &( m_InterBlockVox[vNearBord[3]].find( vNearBord[4])->second) ;
}
else {
pVoxSt = &( vVecVox[vNearInn[0]].find( vNearInn[1])->second) ;
pVoxEn = &( m_InterBlockVox[vNearBord[0]].find( vNearBord[1])->second) ;
}
Point3d ptPCur = CurVox.Compo[nComp].ptVert ;
Point3d ptPSt ;
Point3d ptPEn ;
if ( nSizeInn == 6) {
ptPSt = pVoxSt->Compo[vNearInn[2]].ptVert ;
ptPEn = pVoxEn->Compo[vNearInn[5]].ptVert ;
}
else if ( nSizeBord == 6) {
ptPSt = pVoxSt->Compo[vNearBord[2]].ptVert ;
ptPEn = pVoxEn->Compo[vNearBord[5]].ptVert ;
}
else {
ptPSt = pVoxSt->Compo[vNearInn[2]].ptVert ;
ptPEn = pVoxEn->Compo[vNearBord[2]].ptVert ;
}
Vector3d vtStCurr = ptPCur - ptPSt ;
Vector3d vtStEn = ptPEn - ptPSt ;
Vector3d vtCurrEn = ptPEn - ptPCur ;
vtStCurr.Normalize() ;
vtStEn.Normalize() ;
vtCurrEn.Normalize() ;
Point3d ptMid = 0.5 * ( ptPSt + ptPEn) ;
double dMidU = ( ptMid - ptPSt) * vtStEn ;
double dCurU = ( ptPCur - ptPSt) * vtStEn ;
Point3d ptNew ;
Point3d ptPLine ;
Vector3d vtDLine ;
if ( dMidU < dCurU) {
ptPLine = ptPEn ;
vtDLine = - vtCurrEn ;
ptNew = ptPEn + ( ptMid - ptPEn) * vtCurrEn * vtCurrEn ;
}
else {
ptPLine = ptPSt ;
vtDLine = vtStCurr ;
ptNew = ptPSt + ( ptMid - ptPSt) * vtStCurr * vtStCurr ;
}
Point3d ptCubeInf( ( CurVox.i * N_DEXVOXRATIO + 0.5) * m_dStep,
( CurVox.j * N_DEXVOXRATIO + 0.5) * m_dStep,
( CurVox.k * N_DEXVOXRATIO + 0.5) * m_dStep) ;
Point3d ptCubeSup( ( ( CurVox.i + 1) * N_DEXVOXRATIO + 0.5) * m_dStep,
( ( CurVox.j + 1) * N_DEXVOXRATIO + 0.5) * m_dStep,
( ( CurVox.k + 1) * N_DEXVOXRATIO + 0.5) * m_dStep) ;
double dU1, dU2 ;
if ( 1 - abs( vtStCurr * vtCurrEn ) < EPS_ZERO &&
IntersLineBox( ptPLine, vtDLine, ptCubeInf, ptCubeSup, dU1, dU2)) {
double dU = abs( dU1) < abs( dU2) ? dU1 + ( dU2 - dU1) / 2 : dU2 + ( dU1 - dU2) / 2 ;
ptNew = ptPLine + dU * vtDLine ;
}
bool bNewInside = IsPointInsideVoxelApprox( CurVox.i, CurVox.j, CurVox.k, ptNew, 0) ;
if ( abs( vtStCurr * vtStEn) > 0.95 && abs( vtStCurr * vtCurrEn) > 0.95 &&
abs( vtStEn * vtCurrEn) > 0.95 /*&& bNewInside*/) {
CurVox.Compo[nComp].ptVert = ptNew ;
}
}
}
}
}
}
}
}
return true ;
}
//bool
//VolZmap::RegulateFeaturesChain( vector<VoxelContainer>& vVecVox) const
//{
// // Ciclo sui blocchi
// for ( int nBlock = 0 ; nBlock < int( m_nNumBlock) ; ++ nBlock) {
// // Se il blocco è da aggiornare
// if ( m_BlockToUpdate[nBlock]) {
// // Ciclo sui voxel interni
// for ( auto itVox = vVecVox[nBlock].begin() ; itVox != vVecVox[nBlock].end() ; ++ itVox) {
// int nVox ;
// Voxel& CurVox = itVox->second ;
// GetVoxNFromIJK( CurVox.i, CurVox.j, CurVox.k, nVox) ;
// // Ciclo sulle componenti
// for ( int nComp = 0 ; nComp < CurVox.nNumComp ; ++ nComp) {
// // Caso feature
// if ( ! CurVox.Compo[nComp].bCorner) {
// // Vertice fuori dal suo voxel
// if ( ! CurVox.Compo[nComp].bInside) {
// Point3d ptMin( ( CurVox.i * N_DEXVOXRATIO + 0.5) * m_dStep,
// ( CurVox.j * N_DEXVOXRATIO + 0.5) * m_dStep,
// ( CurVox.k * N_DEXVOXRATIO + 0.5) * m_dStep) ;
// Point3d ptMax( ( ( CurVox.i + 1) * N_DEXVOXRATIO + 0.5) * m_dStep,
// ( ( CurVox.j + 1) * N_DEXVOXRATIO + 0.5) * m_dStep,
// ( ( CurVox.k + 1) * N_DEXVOXRATIO + 0.5) * m_dStep) ;
// double dU1, dU2 ;
// if ( IntersLineBox( CurVox.Compo[nComp].ptVert, CurVox.Compo[nComp].vtNullSpace, ptMin, ptMax, dU1, dU2)) {
// double dU = abs( dU1) < abs( dU2) ? dU1 : dU2 ;
// //CurVox.Compo[nComp].ptVert += ( dU * CurVox.Compo[nComp].vtNullSpace) ;
// }
// }
// }
// }
// }
// // Ciclo sui voxel di frontiera
// for ( auto itVox = m_InterBlockVox[nBlock].begin() ; itVox != m_InterBlockVox[nBlock].end() ; ++ itVox) {
// // int nVox ;
// // Voxel& CurVox = itVox->second ;
// // GetVoxNFromIJK( CurVox.i, CurVox.j, CurVox.k, nVox) ;
// //// Ciclo sulle componenti
// // for ( int nComp = 0 ; nComp < CurVox.nNumComp ; ++ nComp) {
// // // Vertice fuori dal suo voxel
// // if ( ! CurVox.Compo[nComp].bInside) {
// // // Caso feature
// // if ( ! CurVox.Compo[nComp].bCorner) {
// // INTVECTOR vNearInn, vNearBord ;
// // FindAdjComp( vVecVox, nBlock, nVox, nComp, vNearInn, vNearBord) ;
// // int nSizeInn = int( vNearInn.size()) ;
// // int nSizeBord = int( vNearBord.size() );
// // if ( nSizeInn + nSizeBord == 6) {
// // const Voxel* pVoxSt = nullptr ;
// // const Voxel* pVoxEn = nullptr ;
// // if ( nSizeInn == 6) {
// // pVoxSt = &( vVecVox[vNearInn[0]].find( vNearInn[1])->second) ;
// // pVoxEn = &( vVecVox[vNearInn[3]].find( vNearInn[4])->second) ;
// // }
// // else if ( nSizeBord == 6) {
// // pVoxSt = &( m_InterBlockVox[vNearBord[0]].find( vNearBord[1])->second) ;
// // pVoxEn = &( m_InterBlockVox[vNearBord[3]].find( vNearBord[4])->second) ;
// // }
// // else {
// // pVoxSt = &( vVecVox[vNearInn[0]].find( vNearInn[1])->second) ;
// // pVoxEn = &( m_InterBlockVox[vNearBord[0]].find( vNearBord[1])->second) ;
// // }
// // Point3d ptPCur = CurVox.Compo[nComp].ptVert ;
// // Point3d ptPSt ;
// // Point3d ptPEn ;
// // if ( nSizeInn == 6) {
// // ptPSt = pVoxSt->Compo[vNearInn[2]].ptVert ;
// // ptPEn = pVoxEn->Compo[vNearInn[5]].ptVert ;
// // }
// // else if ( nSizeBord == 6) {
// // ptPSt = pVoxSt->Compo[vNearBord[2]].ptVert ;
// // ptPEn = pVoxEn->Compo[vNearBord[5]].ptVert ;
// // }
// // else {
// // ptPSt = pVoxSt->Compo[vNearInn[2]].ptVert ;
// // ptPEn = pVoxEn->Compo[vNearBord[2]].ptVert ;
// // }
// // Vector3d vtStCurr = ptPCur - ptPSt ;
// // Vector3d vtStEn = ptPEn - ptPSt ;
// // Vector3d vtCurrEn = ptPEn - ptPCur ;
// // vtStCurr.Normalize() ;
// // vtStEn.Normalize() ;
// // vtCurrEn.Normalize() ;
// // Point3d ptMid = 0.5 * ( ptPSt + ptPEn) ;
// // double dMidU = ( ptMid - ptPSt) * vtStEn ;
// // double dCurU = ( ptPCur - ptPSt) * vtStEn ;
// // Point3d ptNew ;
// // Point3d ptPLine ;
// // Vector3d vtDLine ;
// // if ( dMidU < dCurU) {
// // ptPLine = ptPEn ;
// // vtDLine = - vtCurrEn ;
// // ptNew = ptPEn + ( ptMid - ptPEn) * vtCurrEn * vtCurrEn ;
// // }
// // else {
// // ptPLine = ptPSt ;
// // vtDLine = vtStCurr ;
// // ptNew = ptPSt + ( ptMid - ptPSt) * vtStCurr * vtStCurr ;
// // }
// // Point3d ptCubeInf( ( CurVox.i * N_DEXVOXRATIO + 0.5) * m_dStep,
// // ( CurVox.j * N_DEXVOXRATIO + 0.5) * m_dStep,
// // ( CurVox.k * N_DEXVOXRATIO + 0.5) * m_dStep) ;
// // Point3d ptCubeSup( ( ( CurVox.i + 1) * N_DEXVOXRATIO + 0.5) * m_dStep,
// // ( ( CurVox.j + 1) * N_DEXVOXRATIO + 0.5) * m_dStep,
// // ( ( CurVox.k + 1) * N_DEXVOXRATIO + 0.5) * m_dStep) ;
// // double dU1, dU2 ;
// // if ( 1 - abs( vtStCurr * vtCurrEn ) < EPS_ZERO &&
// // IntersLineBox( ptPLine, vtDLine, ptCubeInf, ptCubeSup, dU1, dU2)) {
// // double dU = abs( dU1) < abs( dU2) ? dU1 + ( dU2 - dU1) / 2 : dU2 + ( dU1 - dU2) / 2 ;
// // ptNew = ptPLine + dU * vtDLine ;
// // }
// // bool bNewInside = IsPointInsideVoxelApprox( CurVox.i, CurVox.j, CurVox.k, ptNew, 0) ;
// // if ( abs( vtStCurr * vtStEn) > 0.95 && abs( vtStCurr * vtCurrEn) > 0.95 &&
// // abs( vtStEn * vtCurrEn) > 0.95 /*&& bNewInside*/) {
// // CurVox.Compo[nComp].ptVert = ptNew ;
// // }
// // }
// // }
// // }
// // }
// }
// }
// }
// return true ;
//}
//bool
//VolZmap::RegulateFeaturesChain( vector<VoxelContainer>& vVecVox) const
//{
// // Ciclo sui blocchi
// for ( int nBlock = 0 ; nBlock < int( m_nNumBlock) ; ++ nBlock) {
// // Se il blocco è da aggiornare
// if ( m_BlockToUpdate[nBlock]) {
// // Ciclo sui voxel interni
// for ( auto itVox = vVecVox[nBlock].begin() ; itVox != vVecVox[nBlock].end() ; ++ itVox) {
// int nVox ;
// Voxel& CurVox = itVox->second ;
// GetVoxNFromIJK( CurVox.i, CurVox.j, CurVox.k, nVox) ;
// // Ciclo sulle componenti
// for ( int nComp = 0 ; nComp < CurVox.nNumComp ; ++ nComp) {
// // Caso feature
// if ( ! CurVox.Compo[nComp].bCorner) {
// // Vertice fuori dal suo voxel
// if ( ! CurVox.Compo[nComp].bInside) {
// int nPointVoxIJK[3] ;
// int nPointVoxN ;
// if ( GetPointVoxel( CurVox.Compo[nComp].ptVert, nPointVoxIJK[0], nPointVoxIJK[1], nPointVoxIJK[2]) &&
// GetVoxNFromIJK( nPointVoxIJK[0], nPointVoxIJK[1], nPointVoxIJK[2], nPointVoxN)) {
// auto itPointVox = vVecVox[nBlock].find( nPointVoxN) ;
// Voxel& PointVox = itPointVox->second ;
// for ( int nPoitVoxComp = 0 ; nPoitVoxComp < PointVox.nNumComp ; ++ nPoitVoxComp) {
// if ( ! PointVox.Compo[nPoitVoxComp].bCorner &&
// AreSameOrOppositeVectorApprox( CurVox.Compo[nComp].vtNullSpace,
// PointVox.Compo[nPoitVoxComp].vtNullSpace)) {
// Point3d ptAvLine = ( CurVox.Compo[nComp].ptVert + PointVox.Compo[nPoitVoxComp].ptVert) / 2 ;
// Vector3d vtS = CurVox.Compo[nComp].ptVert - ptAvLine ;
// vtS -= ( vtS * CurVox.Compo[nComp].vtNullSpace) * CurVox.Compo[nComp].vtNullSpace ;
// CurVox.Compo[nComp].ptVert -= vtS ;
// break ;
// }
// }
// }
// }
// }
// }
// }
// // Ciclo sui voxel di frontiera
// for ( auto itVox = m_InterBlockVox[nBlock].begin() ; itVox != m_InterBlockVox[nBlock].end() ; ++ itVox) {
// // int nVox ;
// // Voxel& CurVox = itVox->second ;
// // GetVoxNFromIJK( CurVox.i, CurVox.j, CurVox.k, nVox) ;
// //// Ciclo sulle componenti
// // for ( int nComp = 0 ; nComp < CurVox.nNumComp ; ++ nComp) {
// // // Vertice fuori dal suo voxel
// // if ( ! CurVox.Compo[nComp].bInside) {
// // // Caso feature
// // if ( ! CurVox.Compo[nComp].bCorner) {
// // INTVECTOR vNearInn, vNearBord ;
// // FindAdjComp( vVecVox, nBlock, nVox, nComp, vNearInn, vNearBord) ;
// // int nSizeInn = int( vNearInn.size()) ;
// // int nSizeBord = int( vNearBord.size() );
// // if ( nSizeInn + nSizeBord == 6) {
// // const Voxel* pVoxSt = nullptr ;
// // const Voxel* pVoxEn = nullptr ;
// // if ( nSizeInn == 6) {
// // pVoxSt = &( vVecVox[vNearInn[0]].find( vNearInn[1])->second) ;
// // pVoxEn = &( vVecVox[vNearInn[3]].find( vNearInn[4])->second) ;
// // }
// // else if ( nSizeBord == 6) {
// // pVoxSt = &( m_InterBlockVox[vNearBord[0]].find( vNearBord[1])->second) ;
// // pVoxEn = &( m_InterBlockVox[vNearBord[3]].find( vNearBord[4])->second) ;
// // }
// // else {
// // pVoxSt = &( vVecVox[vNearInn[0]].find( vNearInn[1])->second) ;
// // pVoxEn = &( m_InterBlockVox[vNearBord[0]].find( vNearBord[1])->second) ;
// // }
// // Point3d ptPCur = CurVox.Compo[nComp].ptVert ;
// // Point3d ptPSt ;
// // Point3d ptPEn ;
// // if ( nSizeInn == 6) {
// // ptPSt = pVoxSt->Compo[vNearInn[2]].ptVert ;
// // ptPEn = pVoxEn->Compo[vNearInn[5]].ptVert ;
// // }
// // else if ( nSizeBord == 6) {
// // ptPSt = pVoxSt->Compo[vNearBord[2]].ptVert ;
// // ptPEn = pVoxEn->Compo[vNearBord[5]].ptVert ;
// // }
// // else {
// // ptPSt = pVoxSt->Compo[vNearInn[2]].ptVert ;
// // ptPEn = pVoxEn->Compo[vNearBord[2]].ptVert ;
// // }
// // Vector3d vtStCurr = ptPCur - ptPSt ;
// // Vector3d vtStEn = ptPEn - ptPSt ;
// // Vector3d vtCurrEn = ptPEn - ptPCur ;
// // vtStCurr.Normalize() ;
// // vtStEn.Normalize() ;
// // vtCurrEn.Normalize() ;
// // Point3d ptMid = 0.5 * ( ptPSt + ptPEn) ;
// // double dMidU = ( ptMid - ptPSt) * vtStEn ;
// // double dCurU = ( ptPCur - ptPSt) * vtStEn ;
// // Point3d ptNew ;
// // Point3d ptPLine ;
// // Vector3d vtDLine ;
// // if ( dMidU < dCurU) {
// // ptPLine = ptPEn ;
// // vtDLine = - vtCurrEn ;
// // ptNew = ptPEn + ( ptMid - ptPEn) * vtCurrEn * vtCurrEn ;
// // }
// // else {
// // ptPLine = ptPSt ;
// // vtDLine = vtStCurr ;
// // ptNew = ptPSt + ( ptMid - ptPSt) * vtStCurr * vtStCurr ;
// // }
// // Point3d ptCubeInf( ( CurVox.i * N_DEXVOXRATIO + 0.5) * m_dStep,
// // ( CurVox.j * N_DEXVOXRATIO + 0.5) * m_dStep,
// // ( CurVox.k * N_DEXVOXRATIO + 0.5) * m_dStep) ;
// // Point3d ptCubeSup( ( ( CurVox.i + 1) * N_DEXVOXRATIO + 0.5) * m_dStep,
// // ( ( CurVox.j + 1) * N_DEXVOXRATIO + 0.5) * m_dStep,
// // ( ( CurVox.k + 1) * N_DEXVOXRATIO + 0.5) * m_dStep) ;
// // double dU1, dU2 ;
// // if ( 1 - abs( vtStCurr * vtCurrEn ) < EPS_ZERO &&
// // IntersLineBox( ptPLine, vtDLine, ptCubeInf, ptCubeSup, dU1, dU2)) {
// // double dU = abs( dU1) < abs( dU2) ? dU1 + ( dU2 - dU1) / 2 : dU2 + ( dU1 - dU2) / 2 ;
// // ptNew = ptPLine + dU * vtDLine ;
// // }
// // bool bNewInside = IsPointInsideVoxelApprox( CurVox.i, CurVox.j, CurVox.k, ptNew, 0) ;
// // if ( abs( vtStCurr * vtStEn) > 0.95 && abs( vtStCurr * vtCurrEn) > 0.95 &&
// // abs( vtStEn * vtCurrEn) > 0.95 /*&& bNewInside*/) {
// // CurVox.Compo[nComp].ptVert = ptNew ;
// // }
// // }
// // }
// // }
// // }
// }
// }
// }
// return true ;
//}
//----------------------------------------------------------------------------
// A partire dalla struttura dati di tipo voxel con sharp features crea i triangoli corrispondenti.
// Accetta come parametri il numero del blocco, l'unordered map di voxel e l'apposito contenitore
// ove salva i triangoli.
bool
VolZmap::CreateSharpFeatureTriangle( int nBlock, const VoxelContainer& vVoxel) const
{
// Calcolo i limiti sugli indici dei voxel del blocco
// Vettore indici i,j,k del blocco
int nBlockIJK[3] ;
GetBlockIJKFromN( nBlock, nBlockIJK) ;
// Vettore limiti sugli indici dei voxel del blocco
int nLimits[6] ;
GetBlockLimitsIJK( nBlockIJK, nLimits) ;
// Ciclo sui voxel interni
for ( auto it = vVoxel.begin() ; it != vVoxel.end() ; ++ it) {
int tOldSize = int( m_BlockSharpTria[nBlock].size()) ;
m_BlockSharpTria[nBlock].resize( tOldSize + 1) ;
m_BlockSharpTria[nBlock][tOldSize].i = it->second.i ;
m_BlockSharpTria[nBlock][tOldSize].j = it->second.j ;
m_BlockSharpTria[nBlock][tOldSize].k = it->second.k ;
// Ciclo sulle componenti connesse del voxel
for ( int nComp = 0 ; nComp < it->second.nNumComp ; ++ nComp) {
m_BlockSharpTria[nBlock][tOldSize].ptCompoVert.emplace_back( it->second.Compo[nComp].ptVert) ;
m_BlockSharpTria[nBlock][tOldSize].ptCompoVert.back().ToGlob( m_MapFrame) ;
int tOldCompNum = int( m_BlockSharpTria[nBlock][tOldSize].vCompoTria.size()) ;
m_BlockSharpTria[nBlock][tOldSize].vCompoTria.resize( tOldCompNum + 1) ;
m_BlockSharpTria[nBlock][tOldSize].vbFlipped.resize( tOldCompNum + 1) ;
// ciclo sui vertici della componente connessa
int nNumVert = it->second.Compo[nComp].nVertNum ;
for ( int nVert = 0 ; nVert < nNumVert ; ++ nVert) {
int nNextVert = ( nVert + 1 < nNumVert ? nVert + 1 : 0) ;
// Definisco il triangolo
Triangle3dEx CurrTri ;
CurrTri.Set( it->second.Compo[nComp].ptVert,
it->second.Compo[nComp].CompVecField[nNextVert].ptPApp,
it->second.Compo[nComp].CompVecField[nVert].ptPApp) ;
// Setto il numero di utensile ai vertici di base del fan
CurrTri.SetAttrib( 1, it->second.Compo[nComp].CompVecField[nNextVert].nPropIndex) ;
CurrTri.SetAttrib( 2, it->second.Compo[nComp].CompVecField[nVert].nPropIndex) ;
// Setto il numero di utensile al triangolo nel complesso
if ( CurrTri.GetAttrib( 1) < 0 ||
CurrTri.GetAttrib( 2) < 0)
CurrTri.SetGrade( - 1) ;
else if ( CurrTri.GetAttrib( 1) > 0 ||
CurrTri.GetAttrib( 2) > 0)
CurrTri.SetGrade( 1) ;
else
CurrTri.SetGrade( 0) ;
// Setto le normali a ogni vertice
CurrTri.SetVertexNorm( 1, it->second.Compo[nComp].CompVecField[nNextVert].vtVec) ;
CurrTri.SetVertexNorm( 2, it->second.Compo[nComp].CompVecField[nVert].vtVec) ;
if ( CurrTri.GetVertexNorm( 1) * CurrTri.GetVertexNorm( 2) > 0.5)
CurrTri.SetVertexNorm( 0, 0.5 * ( CurrTri.GetVertexNorm( 1) +
CurrTri.GetVertexNorm( 2))) ;
// Valido il triangolo
CurrTri.Validate( true) ;
m_BlockSharpTria[nBlock][tOldSize].vCompoTria[tOldCompNum].emplace_back( CurrTri) ;
m_BlockSharpTria[nBlock][tOldSize].vCompoTria[tOldCompNum].back().ToGlob( m_MapFrame) ;
int nTri = int( m_BlockSharpTria[nBlock][tOldSize].vbFlipped[tOldCompNum].size()) ;
m_BlockSharpTria[nBlock][tOldSize].vbFlipped[tOldCompNum].resize( nTri + 1) ;
m_BlockSharpTria[nBlock][tOldSize].vbFlipped[tOldCompNum][nTri] = false ;
}
}
}
// Pulisco il contenitore dei voxel di frontiera
m_InterBlockOriginalSharpTria[nBlock].clear() ;
// Ciclo sui voxel di frontiera
for ( auto itVox = m_InterBlockVox[nBlock].begin() ; itVox != m_InterBlockVox[nBlock].end() ; ++ itVox) {
// Indici del voxel
int nVoxIJK[3] = { itVox->second.i,
itVox->second.j,
itVox->second.k} ;
// Ridimensiono il contenitore dei triangoli interni
int nOldSizeInn = int( m_BlockSharpTria[nBlock].size()) ;
m_BlockSharpTria[nBlock].resize( nOldSizeInn + 1) ;
m_BlockSharpTria[nBlock][nOldSizeInn].i = nVoxIJK[0] ;
m_BlockSharpTria[nBlock][nOldSizeInn].j = nVoxIJK[1] ;
m_BlockSharpTria[nBlock][nOldSizeInn].k = nVoxIJK[2] ;
// Ridimensiono il contenitore dei triangoli di frontiera
int nOldSizeBor = int( m_InterBlockOriginalSharpTria[nBlock].size()) ;
m_InterBlockOriginalSharpTria[nBlock].resize( nOldSizeBor + 1) ;
m_InterBlockOriginalSharpTria[nBlock][nOldSizeBor].i = nVoxIJK[0] ;
m_InterBlockOriginalSharpTria[nBlock][nOldSizeBor].j = nVoxIJK[1] ;
m_InterBlockOriginalSharpTria[nBlock][nOldSizeBor].k = nVoxIJK[2] ;
// Ciclo sulle componenti connesse del voxel
for ( int nComp = 0 ; nComp < itVox->second.nNumComp ; ++ nComp) {
bool bNewCompInn = true ;
bool bNewCompBor = true ;
// ciclo sui vertici della componente connessa
int nNumVert = itVox->second.Compo[nComp].nVertNum ;
for ( int nVert = 0 ; nVert < nNumVert ; ++ nVert) {
int nNextVert = ( nVert + 1 < nNumVert ? nVert + 1 : 0) ;
// Definisco il triangolo
Triangle3dEx CurrTri ;
CurrTri.Set( itVox->second.Compo[nComp].ptVert,
itVox->second.Compo[nComp].CompVecField[nNextVert].ptPApp,
itVox->second.Compo[nComp].CompVecField[nVert].ptPApp) ;
// Setto il numero di utensile ai vertici di base del fan
CurrTri.SetAttrib( 1, itVox->second.Compo[nComp].CompVecField[nNextVert].nPropIndex) ;
CurrTri.SetAttrib( 2, itVox->second.Compo[nComp].CompVecField[nVert].nPropIndex) ;
// Setto il numero di utensile al triangolo nel complesso
if ( CurrTri.GetAttrib( 1) < 0 ||
CurrTri.GetAttrib( 2) < 0)
CurrTri.SetGrade( - 1) ;
else if ( CurrTri.GetAttrib( 1) > 0 ||
CurrTri.GetAttrib( 2) > 0)
CurrTri.SetGrade( 1) ;
else
CurrTri.SetGrade( 0) ;
// Setto le normali a ogni vertice
CurrTri.SetVertexNorm( 1, itVox->second.Compo[nComp].CompVecField[nNextVert].vtVec) ;
CurrTri.SetVertexNorm( 2, itVox->second.Compo[nComp].CompVecField[nVert].vtVec) ;
if ( CurrTri.GetVertexNorm( 1) * CurrTri.GetVertexNorm( 2) > 0.5)
CurrTri.SetVertexNorm( 0, 0.5 * ( CurrTri.GetVertexNorm( 1) +
CurrTri.GetVertexNorm( 2))) ;
// Valido il triangolo
CurrTri.Validate( true) ;
// Smisto i triangoli fra di frontiera e interni
bool bTriOnBorder = IsTriangleOnBorder( CurrTri, nLimits, nVoxIJK) ;
// Triangolo di frontiera
if ( bTriOnBorder) {
if ( bNewCompBor) {
Point3d ptVert = itVox->second.Compo[nComp].ptVert ;
ptVert.ToGlob( m_MapFrame) ;
m_InterBlockOriginalSharpTria[nBlock][nOldSizeBor].ptCompoVert.emplace_back( ptVert) ;
int tOldComp = int( m_InterBlockOriginalSharpTria[nBlock][nOldSizeBor].vCompoTria.size()) ;
m_InterBlockOriginalSharpTria[nBlock][nOldSizeBor].vCompoTria.resize( tOldComp + 1) ;
m_InterBlockOriginalSharpTria[nBlock][nOldSizeBor].vbFlipped.resize( tOldComp + 1) ;
bNewCompBor = false ;
}
int tCurrSz = int( m_InterBlockOriginalSharpTria[nBlock][nOldSizeBor].vCompoTria.size()) ;
m_InterBlockOriginalSharpTria[nBlock][nOldSizeBor].vCompoTria[tCurrSz - 1].emplace_back( CurrTri) ;
m_InterBlockOriginalSharpTria[nBlock][nOldSizeBor].vCompoTria[tCurrSz - 1].back().ToGlob( m_MapFrame) ;
int tTri =int( m_InterBlockOriginalSharpTria[nBlock][nOldSizeBor].vbFlipped[tCurrSz - 1].size()) ;
m_InterBlockOriginalSharpTria[nBlock][nOldSizeBor].vbFlipped[tCurrSz - 1].resize( tTri + 1) ;
m_InterBlockOriginalSharpTria[nBlock][nOldSizeBor].vbFlipped[tCurrSz - 1][tTri] = false ;
}
// Triangolo interno
else {
if ( bNewCompInn) {
Point3d ptVert = itVox->second.Compo[nComp].ptVert ;
ptVert.ToGlob( m_MapFrame) ;
m_BlockSharpTria[nBlock][nOldSizeInn].ptCompoVert.emplace_back( ptVert) ;
int tOldComp = int( m_BlockSharpTria[nBlock][nOldSizeInn].vCompoTria.size()) ;
m_BlockSharpTria[nBlock][nOldSizeInn].vCompoTria.resize( tOldComp + 1) ;
m_BlockSharpTria[nBlock][nOldSizeInn].vbFlipped.resize( tOldComp + 1) ;
bNewCompInn = false ;
}
int tCurrSz = int( m_BlockSharpTria[nBlock][nOldSizeInn].vCompoTria.size()) ;
m_BlockSharpTria[nBlock][nOldSizeInn].vCompoTria[tCurrSz - 1].emplace_back( CurrTri) ;
m_BlockSharpTria[nBlock][nOldSizeInn].vCompoTria[tCurrSz - 1].back().ToGlob( m_MapFrame) ;
int tTri = int( m_BlockSharpTria[nBlock][nOldSizeInn].vbFlipped[tCurrSz - 1].size()) ;
m_BlockSharpTria[nBlock][nOldSizeInn].vbFlipped[tCurrSz - 1].resize( tTri + 1) ;
m_BlockSharpTria[nBlock][nOldSizeInn].vbFlipped[tCurrSz - 1][tTri] = false ;
}
}
}
}
return true ;
}
//----------------------------------------------------------------------------
bool
VolZmap::CreateSharpFeatureTriangle( const VoxelContainer& vVoxel, SharpTriHolder& triHold) const
{
// Ciclo sui voxel interni
for ( auto it = vVoxel.begin() ; it != vVoxel.end() ; ++ it) {
int tOldSize = int( triHold.size()) ;
triHold.resize( tOldSize + 1) ;
triHold[tOldSize].i = it->second.i ;
triHold[tOldSize].j = it->second.j ;
triHold[tOldSize].k = it->second.k ;
// Ciclo sulle componenti connesse del voxel
for ( int nComp = 0 ; nComp < it->second.nNumComp ; ++ nComp) {
triHold[tOldSize].ptCompoVert.emplace_back( it->second.Compo[nComp].ptVert) ;
int tOldCompNum = int( triHold[tOldSize].vCompoTria.size()) ;
triHold[tOldSize].vCompoTria.resize( tOldCompNum + 1) ;
triHold[tOldSize].vbFlipped.resize( tOldCompNum + 1) ;
// ciclo sui vertici della componente connessa
int nNumVert = it->second.Compo[nComp].nVertNum ;
for ( int nVert = 0 ; nVert < nNumVert ; ++ nVert) {
int nNextVert = ( nVert + 1 < nNumVert ? nVert + 1 : 0) ;
// Definisco il triangolo
Triangle3dEx CurrTri ;
CurrTri.Set( it->second.Compo[nComp].ptVert,
it->second.Compo[nComp].CompVecField[nNextVert].ptPApp,
it->second.Compo[nComp].CompVecField[nVert].ptPApp) ;
// Setto il numero di utensile ai vertici di base del fan
CurrTri.SetAttrib( 1, it->second.Compo[nComp].CompVecField[nNextVert].nPropIndex) ;
CurrTri.SetAttrib( 2, it->second.Compo[nComp].CompVecField[nVert].nPropIndex) ;
// Setto il numero di utensile al triangolo nel complesso
if ( CurrTri.GetAttrib( 1) < 0 ||
CurrTri.GetAttrib( 2) < 0)
CurrTri.SetGrade( - 1) ;
else if ( CurrTri.GetAttrib( 1) > 0 ||
CurrTri.GetAttrib( 2) > 0)
CurrTri.SetGrade( 1) ;
else
CurrTri.SetGrade( 0) ;
// Setto le normali a ogni vertice
CurrTri.SetVertexNorm( 1, it->second.Compo[nComp].CompVecField[nNextVert].vtVec) ;
CurrTri.SetVertexNorm( 2, it->second.Compo[nComp].CompVecField[nVert].vtVec) ;
if ( CurrTri.GetVertexNorm( 1) * CurrTri.GetVertexNorm( 2) > 0.5)
CurrTri.SetVertexNorm( 0, 0.5 * ( CurrTri.GetVertexNorm( 1) +
CurrTri.GetVertexNorm( 2))) ;
// Valido il triangolo
CurrTri.Validate( true) ;
triHold[tOldSize].vCompoTria[tOldCompNum].emplace_back( CurrTri) ;
//triHold[tOldSize].vCompoTria[tOldCompNum].back().ToGlob( m_MapFrame) ;
int nTri = int( triHold[tOldSize].vbFlipped[tOldCompNum].size()) ;
triHold[tOldSize].vbFlipped[tOldCompNum].resize( nTri + 1) ;
triHold[tOldSize].vbFlipped[tOldCompNum][nTri] = false ;
}
}
}
return true ;
}
//----------------------------------------------------------------------------
bool
VolZmap::CreateSmoothTriangle( int nIndex, int nVertNum, AppliedVector TriVert[], bool bWasSharp, SmoothTriaStruct& VoxSmoothTria) const
{
vector<Triangle3dEx> vTria ;
// Costruzione dei triangoli
for ( int TriIndex = 0 ; TriIndex < ( nVertNum - 2) * 3 ; TriIndex += 3) {
// Il triangolo è pronto
Triangle3dEx CurrentTriangle ;
CurrentTriangle.Set( TriVert[TriIndex].ptPApp,
TriVert[TriIndex+1].ptPApp,
TriVert[TriIndex+2].ptPApp) ;
// Setto il numero di utensile (conta solo positivo, nullo o negativo)
int nTool0 = Clamp( TriVert[TriIndex].nPropIndex, -1, 1) ;
int nTool1 = Clamp( TriVert[TriIndex+1].nPropIndex, -1, 1) ;
int nTool2 = Clamp( TriVert[TriIndex+2].nPropIndex, -1, 1) ;
if ( nTool0 == nTool1 || nTool0 == nTool2)
CurrentTriangle.SetGrade( nTool0) ;
else if ( nTool1 == nTool2)
CurrentTriangle.SetGrade( nTool1) ;
// Valido il triangolo e setto le normali del campo vettoriale ai corrispondenti vertici
if ( CurrentTriangle.Validate( true)) {
double dCosAngThreshold = bWasSharp ? 0.7 : 0.5 ;
for ( int nV = 0 ; nV < 3 ; ++ nV) {
const Vector3d& vtVertNorm = TriVert[TriIndex+nV].vtVec ;
if ( CurrentTriangle.GetN() * vtVertNorm > dCosAngThreshold)
CurrentTriangle.SetVertexNorm( nV, vtVertNorm) ;
else
CurrentTriangle.SetVertexNorm( nV, CurrentTriangle.GetN()) ;
}
}
// Riporto le coordinate nel sistema in cui è immerso lo Zmap
CurrentTriangle.ToGlob( m_MapFrame) ;
// Aggiungo alla lista
vTria.emplace_back( CurrentTriangle) ;
}
// Controllo i colori di configurazioni 2 e 8
if ( ( nAllConfig[nIndex] == 2 || nAllConfig[nIndex] == 8) &&
vTria[0].GetN() * vTria[1].GetN() > 0.8) {
if ( vTria[0].GetGrade() < 0 || vTria[1].GetGrade() < 0) {
vTria[0].SetGrade( -1) ;
vTria[1].SetGrade( -1) ;
}
else if ( vTria[0].GetGrade() > 0 || vTria[1].GetGrade() > 0) {
vTria[0].SetGrade( 1) ;
vTria[1].SetGrade( 1) ;
}
}
for ( int nT = 0 ; nT < int( vTria.size()) ; ++ nT)
VoxSmoothTria.vTria.emplace_back( vTria[nT]) ;
return true ;
}
//----------------------------------------------------------------------------
// Esegue il flipping dei triangoli contenuti nel TriHolder,
// bGraph indica se chiamata per grafica o per calcolo di profondità.
bool
VolZmap::FlipEdgesII( int nBlock) const
{
// Numero di voxel in cui si presentano sharp feature
int nVoxelNum = int( m_BlockSharpTria[nBlock].size()) ;
// Ciclo sui voxel con sharp feature
for ( int n1 = 0 ; n1 < nVoxelNum ; ++ n1) {
for ( int n2 = n1 ; n2 < nVoxelNum ; ++ n2) {
// Se i voxel sono adiacenti proseguo
if ( abs( m_BlockSharpTria[nBlock][n2].i - m_BlockSharpTria[nBlock][n1].i) <= 1 ||
abs( m_BlockSharpTria[nBlock][n2].j - m_BlockSharpTria[nBlock][n1].j) <= 1 ||
abs( m_BlockSharpTria[nBlock][n2].k - m_BlockSharpTria[nBlock][n1].k) <= 1 ) {
// Numero delle componenti connesse nei due voxel
int nNumCompo1 = int( m_BlockSharpTria[nBlock][n1].ptCompoVert.size()) ;
int nNumCompo2 = int( m_BlockSharpTria[nBlock][n2].ptCompoVert.size()) ;
// Ciclo sulle componenti
int nCompo1 = 0 ;
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( m_BlockSharpTria[nBlock][n1].vCompoTria[nCompo1].size()) ;
int nTriNum2 = int( m_BlockSharpTria[nBlock][n2].vCompoTria[nCompo2].size()) ;
for ( int nTri1 = 0 ; nTri1 < nTriNum1 ; ++ nTri1) {
bool bModified = false ;
for ( int nTri2 = 0 ; nTri2 < nTriNum2 ; ++ nTri2) {
// Punti che devono essere in comune fra i due triangoli
Point3d ptP11 = m_BlockSharpTria[nBlock][n1].vCompoTria[nCompo1][nTri1].GetP( 1) ;
Point3d ptP12 = m_BlockSharpTria[nBlock][n1].vCompoTria[nCompo1][nTri1].GetP( 2) ;
Point3d ptP21 = m_BlockSharpTria[nBlock][n2].vCompoTria[nCompo2][nTri2].GetP( 1) ;
Point3d ptP22 = m_BlockSharpTria[nBlock][n2].vCompoTria[nCompo2][nTri2].GetP( 2) ;
// I triangoli sono da flippare
if ( AreSamePointEpsilon( ptP11, ptP22, EPS_ZERO) &&
AreSamePointEpsilon( ptP12, ptP21, EPS_ZERO) &&
! ( m_BlockSharpTria[nBlock][n1].vbFlipped[nCompo1][nTri1] ||
m_BlockSharpTria[nBlock][n2].vbFlipped[nCompo2][nTri2])) {
// Assegno l'array dei punti di contorno
Point3d vPnt[4] ;
vPnt[0] = m_BlockSharpTria[nBlock][n1].vCompoTria[nCompo1][nTri1].GetP( 1) ;
vPnt[1] = m_BlockSharpTria[nBlock][n1].ptCompoVert[nCompo1] ;
vPnt[2] = m_BlockSharpTria[nBlock][n1].vCompoTria[nCompo1][nTri1].GetP( 2) ;
vPnt[3] = m_BlockSharpTria[nBlock][n2].ptCompoVert[nCompo2] ;
// Valuto se i triangoli giacciono su un piano
PolygonPlane Polygon ;
for ( int i = 0 ; i < 4 ; ++ i)
Polygon.AddPoint( vPnt[i]) ;
Plane3d plPlane ;
bool bOnPlane = Polygon.GetPlane( plPlane) ;
for ( int i = 0 ; i < 4 && bOnPlane ; ++ i)
bOnPlane = PointInPlaneApprox( vPnt[i], plPlane) ;
// Se sono su un piano controllo se avviene inversione
bool bInv = false ;
if ( bOnPlane) {
Triangle3d trT1 = m_BlockSharpTria[nBlock][n1].vCompoTria[nCompo1][nTri1] ;
Triangle3d trT2 = m_BlockSharpTria[nBlock][n2].vCompoTria[nCompo2][nTri2] ;
int nVert1, nVert2 ;
// Determino gli indici dei punti sharp-feature
for ( int nP = 0 ; nP < 3 ; ++ nP) {
if ( nP != 1 && nP != 2)
nVert1 = nP ;
if ( nP != 2 && nP != 1)
nVert2 = nP ;
}
trT1.SetP( 1, trT2.GetP( nVert2)) ;
trT2.SetP( 1, trT1.GetP( nVert1)) ;
trT1.Validate( true) ;
trT2.Validate( true) ;
bInv = ( trT1.GetN() * trT2.GetN() < 0) ;
}
// Se non vi è inversione eseguo il flipping
if ( ! bInv) {
// Vertice condiviso fra nTri1 e quello del suo fan
int nCol1 = m_BlockSharpTria[nBlock][n1].vCompoTria[nCompo1][nTri1].GetAttrib( 2) ;
int nCol2 = m_BlockSharpTria[nBlock][n2].vCompoTria[nCompo2][nTri2].GetAttrib( 2) ;
// Modifico i punti e gli indici
m_BlockSharpTria[nBlock][n1].vCompoTria[nCompo1][nTri1].SetP( 1, m_BlockSharpTria[nBlock][n2].ptCompoVert[nCompo2]) ;
m_BlockSharpTria[nBlock][n2].vCompoTria[nCompo2][nTri2].SetP( 1, m_BlockSharpTria[nBlock][n1].ptCompoVert[nCompo1]) ;
m_BlockSharpTria[nBlock][n1].vCompoTria[nCompo1][nTri1].SetGrade( nCol1) ;
m_BlockSharpTria[nBlock][n2].vCompoTria[nCompo2][nTri2].SetGrade( nCol2) ;
// Setto le normali
Vector3d vtN1 = m_BlockSharpTria[nBlock][n1].vCompoTria[nCompo1][nTri1].GetVertexNorm( 2) ;
Vector3d vtN2 = m_BlockSharpTria[nBlock][n2].vCompoTria[nCompo2][nTri2].GetVertexNorm( 2) ;
m_BlockSharpTria[nBlock][n1].vCompoTria[nCompo1][nTri1].SetVertexNorm( 0, vtN1) ;
m_BlockSharpTria[nBlock][n1].vCompoTria[nCompo1][nTri1].SetVertexNorm( 1, vtN1) ;
m_BlockSharpTria[nBlock][n2].vCompoTria[nCompo2][nTri2].SetVertexNorm( 0, vtN2) ;
m_BlockSharpTria[nBlock][n2].vCompoTria[nCompo2][nTri2].SetVertexNorm( 1, vtN2) ;
// Setto i triangoli come flippati
m_BlockSharpTria[nBlock][n1].vbFlipped[nCompo1][nTri1] = true ;
m_BlockSharpTria[nBlock][n2].vbFlipped[nCompo2][nTri2] = true ;
// Valido i triangoli
m_BlockSharpTria[nBlock][n1].vCompoTria[nCompo1][nTri1].Validate( true) ;
m_BlockSharpTria[nBlock][n2].vCompoTria[nCompo2][nTri2].Validate( true) ;
// Avvenuto flipping
bModified = true ;
break ;
}
else {
// In questo caso i due triangoli sono necessariamente su un piano,
// quindi hanno normali concordi. A entrambi assegno il colore del vertice con
// normale più concorde a quella del triangolo
double dDotVec[4] ;
dDotVec[0] = m_BlockSharpTria[nBlock][n1].vCompoTria[nCompo1][nTri1].GetN() *
m_BlockSharpTria[nBlock][n1].vCompoTria[nCompo1][nTri1].GetVertexNorm( 1) ;
dDotVec[1] = m_BlockSharpTria[nBlock][n2].vCompoTria[nCompo2][nTri2].GetN() *
m_BlockSharpTria[nBlock][n2].vCompoTria[nCompo2][nTri2].GetVertexNorm( 2) ;
dDotVec[2] = m_BlockSharpTria[nBlock][n1].vCompoTria[nCompo1][nTri1].GetN() *
m_BlockSharpTria[nBlock][n1].vCompoTria[nCompo1][nTri1].GetVertexNorm( 2) ;
dDotVec[3] = m_BlockSharpTria[nBlock][n2].vCompoTria[nCompo2][nTri2].GetN() *
m_BlockSharpTria[nBlock][n2].vCompoTria[nCompo2][nTri2].GetVertexNorm( 1) ;
// Cerco il massimo dei prodotti scalari
int nMaxPos = 0 ;
double dMaxDot = - 1 ;
for ( int nPos = 0 ; nPos < 4 && dMaxDot < 1 ; ++ nPos) {
if ( dDotVec[nPos] > dMaxDot) {
dMaxDot = dDotVec[nPos] ;
nMaxPos = nPos ;
}
}
// Trovo il colore associato al vertice di massimo prodotto scalare
int nCol ;
switch ( nMaxPos) {
case 0 :
nCol = m_BlockSharpTria[nBlock][n1].vCompoTria[nCompo1][nTri1].GetAttrib( 1) ;
break ;
case 1 :
nCol = m_BlockSharpTria[nBlock][n2].vCompoTria[nCompo2][nTri2].GetAttrib( 2) ;
break ;
case 2 :
nCol = m_BlockSharpTria[nBlock][n1].vCompoTria[nCompo1][nTri1].GetAttrib( 2) ;
break ;
case 3 :
nCol = m_BlockSharpTria[nBlock][n2].vCompoTria[nCompo2][nTri2].GetAttrib( 1) ;
break ;
}
// Assegno il colore ai triangoli
m_BlockSharpTria[nBlock][n1].vCompoTria[nCompo1][nTri1].SetGrade( nCol) ;
m_BlockSharpTria[nBlock][n2].vCompoTria[nCompo2][nTri2].SetGrade( nCol) ;
}
}
}
if ( bModified)
break ;
}
}
}
}
}
}
return true ;
}
//----------------------------------------------------------------------------
bool
VolZmap::FlipEdgesBB() const
{
// Numero di blocchi
int nBlocksNum = int( m_InterBlockSharpTria.size()) ;
// ciclo sui blocchi
for ( int tFB = 0 ; tFB < nBlocksNum ; ++ tFB) {
int nFBijk[3] ;
GetBlockIJKFromN( int( tFB), nFBijk) ;
for ( int tLB = tFB ; 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
int nVoxelNumFB = int( m_InterBlockSharpTria[tFB].size()) ;
int nVoxelNumLB = int( m_InterBlockSharpTria[tLB].size()) ;
// Ciclo sui voxel dei due blocchi
for ( int tVFB = 0 ; tVFB < nVoxelNumFB ; ++ tVFB) {
for ( int tVLB = 0 ; tVLB < nVoxelNumLB ; ++ tVLB) {
// Se i voxel non sono adiacenti salto l'iterazione
if ( ! ( abs( m_InterBlockSharpTria[tFB][tVFB].i - m_InterBlockSharpTria[tLB][tVLB].i) <= 1 &&
abs( m_InterBlockSharpTria[tFB][tVFB].j - m_InterBlockSharpTria[tLB][tVLB].j) <= 1 &&
abs( m_InterBlockSharpTria[tFB][tVFB].k - m_InterBlockSharpTria[tLB][tVLB].k) <= 1))
continue ;
// Numero di componenti connesse dei voxel
int nCompoVFBNum = int( m_InterBlockSharpTria[tFB][tVFB].ptCompoVert.size()) ;
int nCompoVLBNum = int( m_InterBlockSharpTria[tLB][tVLB].ptCompoVert.size()) ;
// Ciclo sulle componenti connesse
for ( int tCmpF = 0 ; tCmpF < nCompoVFBNum ; ++ tCmpF) {
for ( int tCmpL = 0 ; tCmpL < nCompoVLBNum ; ++ tCmpL) {
// Numero di triangoli delle componenti connesse
int nTriFBNum = int( m_InterBlockSharpTria[tFB][tVFB].vCompoTria[tCmpF].size()) ;
int nTriLBNum = int( m_InterBlockSharpTria[tLB][tVLB].vCompoTria[tCmpL].size()) ;
// Ciclo sui triangoli
for ( int tTriFB = 0 ; tTriFB < nTriFBNum ; ++ tTriFB) {
bool bModified = false ;
for ( int tTriLB = 0 ; tTriLB < nTriLBNum ; ++ tTriLB) {
// Punti che devono essere in comune fra i due triangoli
Point3d ptPF1 = m_InterBlockSharpTria[tFB][tVFB].vCompoTria[tCmpF][tTriFB].GetP( 1) ;
Point3d ptPF2 = m_InterBlockSharpTria[tFB][tVFB].vCompoTria[tCmpF][tTriFB].GetP( 2) ;
Point3d ptPL1 = m_InterBlockSharpTria[tLB][tVLB].vCompoTria[tCmpL][tTriLB].GetP( 1) ;
Point3d ptPL2 = m_InterBlockSharpTria[tLB][tVLB].vCompoTria[tCmpL][tTriLB].GetP( 2) ;
// Si deve operare la modifica dei triangoli
if ( AreSamePointEpsilon( ptPF1, ptPL2, EPS_ZERO) &&
AreSamePointEpsilon( ptPF2, ptPL1, EPS_ZERO) &&
! ( m_InterBlockSharpTria[tFB][tVFB].vbFlipped[tCmpF][tTriFB] ||
m_InterBlockSharpTria[tLB][tVLB].vbFlipped[tCmpL][tTriLB])) {
// Assegno l'array dei punti di contorno
Point3d vPnt[4] ;
vPnt[0] = m_InterBlockSharpTria[tFB][tVFB].vCompoTria[tCmpF][tTriFB].GetP( 1) ;
vPnt[1] = m_InterBlockSharpTria[tFB][tVFB].ptCompoVert[tCmpF] ;
vPnt[2] = m_InterBlockSharpTria[tFB][tVFB].vCompoTria[tCmpF][tTriFB].GetP( 2) ;
vPnt[3] = m_InterBlockSharpTria[tLB][tVLB].ptCompoVert[tCmpL] ;
// Valuto se i triangoli giacciono su un piano
PolygonPlane Polygon ;
for ( int i = 0 ; i < 4 ; ++ i)
Polygon.AddPoint( vPnt[i]) ;
Plane3d plPlane ;
bool bOnPlane = Polygon.GetPlane( plPlane) ;
for ( int i = 0 ; i < 4 && bOnPlane ; ++ i)
bOnPlane = PointInPlaneApprox( vPnt[i], plPlane) ;
// Se sono su un piano controllo se avviene inversione
bool bInv = false ;
if ( bOnPlane) {
Triangle3dEx trTF = m_InterBlockSharpTria[tFB][tVFB].vCompoTria[tCmpF][tTriFB] ;
Triangle3dEx trTL = m_InterBlockSharpTria[tLB][tVLB].vCompoTria[tCmpL][tTriLB] ;
int nVertF, nVertL ;
// Determino gli indici dei punti sharp-feature
for ( int nP = 0 ; nP < 3 ; ++ nP) {
if ( nP != 1 && nP != 2)
nVertF = nP ;
if ( nP != 2 && nP != 1)
nVertL = nP ;
}
trTF.SetP( 1, trTL.GetP( nVertL)) ;
trTF.Validate( true) ;
trTL.SetP( 1, trTF.GetP( nVertF)) ;
trTL.Validate( true) ;
bInv = ( trTF.GetN() * trTL.GetN() < 0) ;
}
// Se non vi è inversione eseguo il flipping
if ( ! bInv) {
// Vertice condiviso fra nTri1 e quello del suo fan
int nColF = m_InterBlockSharpTria[tFB][tVFB].vCompoTria[tCmpF][tTriFB].GetAttrib( 2) ;
int nColL = m_InterBlockSharpTria[tLB][tVLB].vCompoTria[tCmpL][tTriLB].GetAttrib( 2) ;
// modifico punti e colori
m_InterBlockSharpTria[tFB][tVFB].vCompoTria[tCmpF][tTriFB].SetP( 1, m_InterBlockSharpTria[tLB][tVLB].ptCompoVert[tCmpL]) ;
m_InterBlockSharpTria[tLB][tVLB].vCompoTria[tCmpL][tTriLB].SetP( 1, m_InterBlockSharpTria[tFB][tVFB].ptCompoVert[tCmpF]) ;
m_InterBlockSharpTria[tFB][tVFB].vCompoTria[tCmpF][tTriFB].SetGrade( nColF) ;
m_InterBlockSharpTria[tLB][tVLB].vCompoTria[tCmpL][tTriLB].SetGrade( nColL) ;
// Valido i triangoli
m_InterBlockSharpTria[tFB][tVFB].vCompoTria[tCmpF][tTriFB].Validate( true) ;
m_InterBlockSharpTria[tLB][tVLB].vCompoTria[tCmpL][tTriLB].Validate( true) ;
// Setto le normali a ogni vertice
Vector3d vtNormF = m_InterBlockSharpTria[tFB][tVFB].vCompoTria[tCmpF][tTriFB].GetVertexNorm( 2) ;
Vector3d vtNormL = m_InterBlockSharpTria[tLB][tVLB].vCompoTria[tCmpL][tTriLB].GetVertexNorm( 2) ;
m_InterBlockSharpTria[tFB][tVFB].vCompoTria[tCmpF][tTriFB].SetVertexNorm( 1, vtNormF) ;
m_InterBlockSharpTria[tFB][tVFB].vCompoTria[tCmpF][tTriFB].SetVertexNorm( 0, vtNormF) ;
m_InterBlockSharpTria[tLB][tVLB].vCompoTria[tCmpL][tTriLB].SetVertexNorm( 1, vtNormL) ;
m_InterBlockSharpTria[tLB][tVLB].vCompoTria[tCmpL][tTriLB].SetVertexNorm( 0, vtNormL) ;
// Setto i triangoli come flippati
m_InterBlockSharpTria[tFB][tVFB].vbFlipped[tCmpF][tTriFB] = true ;
m_InterBlockSharpTria[tLB][tVLB].vbFlipped[tCmpL][tTriLB] = true ;
bModified = true ;
break ;
}
else {
// In questo caso i due triangoli sono necessariamente su un piano,
// quindi hanno normali concordi. A entrambi assegno il colore del vertice con
// normale più concorde a quella del triangolo
double dDotVec[4] ;
dDotVec[0] = m_InterBlockSharpTria[tFB][tVFB].vCompoTria[tCmpF][tTriFB].GetN() *
m_InterBlockSharpTria[tFB][tVFB].vCompoTria[tCmpF][tTriFB].GetVertexNorm( 1) ;
dDotVec[1] = m_InterBlockSharpTria[tLB][tVLB].vCompoTria[tCmpL][tTriLB].GetN() *
m_InterBlockSharpTria[tLB][tVLB].vCompoTria[tCmpL][tTriLB].GetVertexNorm( 2) ;
dDotVec[2] = m_InterBlockSharpTria[tFB][tVFB].vCompoTria[tCmpF][tTriFB].GetN() *
m_InterBlockSharpTria[tFB][tVFB].vCompoTria[tCmpF][tTriFB].GetVertexNorm( 2) ;
dDotVec[3] = m_InterBlockSharpTria[tLB][tVLB].vCompoTria[tCmpL][tTriLB].GetN() *
m_InterBlockSharpTria[tLB][tVLB].vCompoTria[tCmpL][tTriLB].GetVertexNorm( 1) ;
// Cerco il massimo dei prodotti scalari
int nMaxPos = 0 ;
double dMaxDot = - 1 ;
for ( int nPos = 0 ; nPos < 4 && dMaxDot < 1 ; ++ nPos) {
if ( dDotVec[nPos] > dMaxDot) {
dMaxDot = dDotVec[nPos] ;
nMaxPos = nPos ;
}
}
// Trovo il colore associato al vertice di massimo prodotto scalare
int nCol ;
switch ( nMaxPos) {
case 0 :
nCol = m_InterBlockSharpTria[tFB][tVFB].vCompoTria[tCmpF][tTriFB].GetAttrib( 1) ;
break ;
case 1 :
nCol = m_InterBlockSharpTria[tLB][tVLB].vCompoTria[tCmpL][tTriLB].GetAttrib( 2) ;
break ;
case 2 :
nCol = m_InterBlockSharpTria[tFB][tVFB].vCompoTria[tCmpF][tTriFB].GetAttrib( 2) ;
break ;
case 3 :
nCol = m_InterBlockSharpTria[tLB][tVLB].vCompoTria[tCmpL][tTriLB].GetAttrib( 1) ;
break ;
}
// Assegno il colore ai triangoli
m_InterBlockSharpTria[tFB][tVFB].vCompoTria[tCmpF][tTriFB].SetGrade( nCol) ;
m_InterBlockSharpTria[tLB][tVLB].vCompoTria[tCmpL][tTriLB].SetGrade( nCol) ;
}
}
}
if ( bModified)
break ;
}
}
}
}
}
}
}
return true ;
}
//----------------------------------------------------------------------------
bool
VolZmap::IsThereMat( int nI, int nJ, int nK) const
{
// Trasformo gli indici della griglia voxel in quelli della griglia dexel
nI *= N_DEXVOXRATIO ;
nJ *= N_DEXVOXRATIO ;
nK *= N_DEXVOXRATIO ;
// Se l'indice è alla frontiera del reticolo non vi è materiale
if ( nI <= - 1 || nI >= int( m_nNx[0]) ||
nJ <= - 1 || nJ >= int( m_nNy[0]) ||
nK <= - 1 || nK >= int( m_nNy[1]))
return false ;
// ciclo sulle griglie
int nCount = 0 ;
for ( int nGrid = 0 ; nGrid < int ( m_nMapNum) ; ++ nGrid) {
// assegnazione dati vertice dipendenti dalla griglia
int nGrI, nGrJ ;
double dZ ;
switch ( nGrid) {
case 0 :
nGrI = nI ;
nGrJ = nJ ;
dZ = ( nK + 0.5) * m_dStep ;
break ;
case 1 :
nGrI = nJ ;
nGrJ = nK ;
dZ = ( nI + 0.5) * m_dStep ;
break ;
case 2 :
nGrI = nK ;
nGrJ = nI ;
dZ = ( nJ + 0.5) * m_dStep ;
break ;
}
// verifica spillone su vertice
int nIndex = 0 ;
int nPos = nGrJ * m_nNx[nGrid] + nGrI ;
int nDexSize = int( m_Values[nGrid][nPos].size()) ;
while ( nIndex < nDexSize) {
if ( dZ > m_Values[nGrid][nPos][nIndex].dMin - 2 * EPS_SMALL &&
dZ < m_Values[nGrid][nPos][nIndex].dMax + 2 * EPS_SMALL) {
++ nCount ;
break ;
}
nIndex += 1 ;
}
}
return ( nCount == 3) ;
}
//----------------------------------------------------------------------------
int
VolZmap::CalcIndex( int nI, int nJ, int nK) const
{
int nIndex = 0 ;
if ( IsThereMat( nI, nJ, nK))
nIndex |= ( 1 << 0) ;
if ( IsThereMat( nI + 1, nJ, nK))
nIndex |= ( 1 << 1) ;
if ( IsThereMat( nI + 1, nJ + 1, nK))
nIndex |= ( 1 << 2) ;
if ( IsThereMat( nI, nJ + 1, nK))
nIndex |= ( 1 << 3) ;
if ( IsThereMat( nI, nJ, nK + 1))
nIndex |= ( 1 << 4) ;
if ( IsThereMat( nI + 1, nJ, nK + 1))
nIndex |= ( 1 << 5) ;
if ( IsThereMat( nI + 1, nJ + 1, nK + 1))
nIndex |= ( 1 << 6) ;
if ( IsThereMat( nI, nJ + 1, nK + 1))
nIndex |= ( 1 << 7) ;
return nIndex ;
}
//----------------------------------------------------------------------------
bool
VolZmap::IntersPos( int nVec1[], int nVec2[], bool bFirstCorner, AppliedVector& vfField) const
{
const double dEps = 2 * EPS_SMALL ;
bool bFound = false ;
if ( nVec1[0] != nVec2[0]) {
int nMinI = min( nVec1[0], nVec2[0]) * N_DEXVOXRATIO ;
int nMaxI = max( nVec1[0], nVec2[0]) * N_DEXVOXRATIO ;
double dMinX = ( nMinI + 0.5) * m_dStep ;
double dMaxX = ( nMaxI + 0.5) * m_dStep ;
vfField.ptPApp.y = ( nVec1[1] * N_DEXVOXRATIO + 0.5) * m_dStep ;
vfField.ptPApp.z = ( nVec1[2] * N_DEXVOXRATIO + 0.5) * m_dStep ;
int nDexel = ( nVec1[2] * m_nNx[1] + nVec1[1]) * N_DEXVOXRATIO ;
int nSize = int( m_Values[1][nDexel].size()) ;
if ( bFirstCorner) {
int n = nSize - 1 ;
double dX = m_Values[1][nDexel][n].dMax ;
while ( n >= 0 && dX > dMinX - dEps) {
if ( dX < dMaxX + dEps) {
vfField.ptPApp.x = Clamp( dX, dMinX + EPS_SMALL, dMaxX - EPS_SMALL) ;
vfField.vtVec = m_Values[1][nDexel][n].vtMaxN ;
vfField.nPropIndex = m_Values[1][nDexel][n].nToolMax ;
bFound = true ;
break ;
}
n -= 1 ;
if ( n >= 0)
dX = m_Values[1][nDexel][n].dMax ;
}
}
else {
int n = 0 ;
double dX = m_Values[1][nDexel][n].dMin ;
while ( n < nSize && dX < dMaxX + dEps) {
if ( dX > dMinX - dEps) {
vfField.ptPApp.x = Clamp( dX, dMinX + EPS_SMALL, dMaxX - EPS_SMALL) ;
vfField.vtVec = m_Values[1][nDexel][n].vtMinN ;
vfField.nPropIndex = m_Values[1][nDexel][n].nToolMin ;
bFound = true ;
break ;
}
n += 1 ;
if ( n < nSize)
dX = m_Values[1][nDexel][n].dMin ;
}
}
if ( ! bFound)
vfField.ptPApp.x = 0.5 * ( dMinX + dMaxX) ;
}
else if ( nVec1[1] != nVec2[1]) {
int nMinJ = min( nVec1[1], nVec2[1]) * N_DEXVOXRATIO ;
int nMaxJ = max( nVec1[1], nVec2[1]) * N_DEXVOXRATIO ;
double dMinY = ( nMinJ + 0.5) * m_dStep ;
double dMaxY = ( nMaxJ + 0.5) * m_dStep ;
vfField.ptPApp.x = ( nVec1[0] * N_DEXVOXRATIO + 0.5) * m_dStep ;
vfField.ptPApp.z = ( nVec1[2] * N_DEXVOXRATIO + 0.5) * m_dStep ;
int nDexel = ( nVec1[0] * m_nNx[2] + nVec1[2]) * N_DEXVOXRATIO ;
int nSize = int( m_Values[2][nDexel].size()) ;
if ( bFirstCorner) {
int n = nSize - 1 ;
double dY = m_Values[2][nDexel][n].dMax ;
while ( n >= 0 && dY > dMinY - dEps) {
if ( dY < dMaxY + dEps) {
vfField.ptPApp.y = Clamp( dY, dMinY + EPS_SMALL, dMaxY - EPS_SMALL) ;
vfField.vtVec = m_Values[2][nDexel][n].vtMaxN ;
vfField.nPropIndex = m_Values[2][nDexel][n].nToolMax;
bFound = true ;
break ;
}
n -= 1 ;
if ( n >= 0)
dY = m_Values[2][nDexel][n].dMax ;
}
}
else {
int n = 0 ;
double dY = m_Values[2][nDexel][n].dMin ;
while ( n < nSize && dY < dMaxY + dEps) {
if ( dY > dMinY - dEps) {
vfField.ptPApp.y = Clamp( dY, dMinY + EPS_SMALL, dMaxY - EPS_SMALL) ;
vfField.vtVec = m_Values[2][nDexel][n].vtMinN ;
vfField.nPropIndex = m_Values[2][nDexel][n].nToolMin ;
bFound = true ;
break ;
}
n += 1 ;
if ( n < nSize)
dY = m_Values[2][nDexel][n].dMin ;
}
}
if ( ! bFound)
vfField.ptPApp.y = 0.5 * ( dMinY + dMaxY) ;
}
else if ( nVec1[2] != nVec2[2]) {
int nMinK = min( nVec1[2], nVec2[2]) * N_DEXVOXRATIO ;
int nMaxK = max( nVec1[2], nVec2[2]) * N_DEXVOXRATIO ;
double dMinZ = ( nMinK + 0.5) * m_dStep ;
double dMaxZ = ( nMaxK + 0.5) * m_dStep ;
vfField.ptPApp.x = ( nVec1[0] * N_DEXVOXRATIO + 0.5) * m_dStep ;
vfField.ptPApp.y = ( nVec1[1] * N_DEXVOXRATIO + 0.5) * m_dStep ;
int nDexel = ( nVec1[1] * m_nNx[0] + nVec1[0]) * N_DEXVOXRATIO ;
int nSize = int( m_Values[0][nDexel].size()) ;
if ( bFirstCorner) {
int n = nSize - 1 ;
double dZ = m_Values[0][nDexel][n].dMax ;
while ( n >= 0 && dZ > dMinZ - dEps) {
if ( dZ < dMaxZ + dEps) {
vfField.ptPApp.z = Clamp( dZ, dMinZ + EPS_SMALL, dMaxZ - EPS_SMALL) ;
vfField.vtVec = m_Values[0][nDexel][n].vtMaxN ;
vfField.nPropIndex = m_Values[0][nDexel][n].nToolMax ;
bFound = true ;
break ;
}
n -= 1 ;
if ( n >= 0)
dZ = m_Values[0][nDexel][n].dMax ;
}
}
else {
int n = 0 ;
double dZ = m_Values[0][nDexel][n].dMin ;
while ( n < nSize && dZ < dMaxZ + dEps) {
if ( dZ > dMinZ - dEps) {
vfField.ptPApp.z = Clamp( dZ, dMinZ + EPS_SMALL, dMaxZ - EPS_SMALL) ;
vfField.vtVec = m_Values[0][nDexel][n].vtMinN ;
vfField.nPropIndex = m_Values[0][nDexel][n].nToolMin ;
bFound = true ;
break ;
}
n += 1 ;
if ( n < nSize)
dZ = m_Values[0][nDexel][n].dMin ;
}
}
if ( ! bFound)
vfField.ptPApp.z = 0.5 * ( dMinZ + dMaxZ) ;
}
return bFound ;
}
//----------------------------------------------------------------------------
bool
VolZmap::IsValidVoxel( int nN) const
{
// Calcolo il numero di voxel lungo X,Y e Z
int nVoxNumX = m_nNx[0] / N_DEXVOXRATIO + ( m_nNx[0] % N_DEXVOXRATIO == 0 ? 1 : 2) ;
int nVoxNumY = m_nNy[0] / N_DEXVOXRATIO + ( m_nNy[0] % N_DEXVOXRATIO == 0 ? 1 : 2) ;
int nVoxNumZ = m_nNy[1] / N_DEXVOXRATIO + ( m_nNy[1] % N_DEXVOXRATIO == 0 ? 1 : 2) ;
// Verifico la validità del voxel
return ( nN >= 0 && nN < ( nVoxNumX * nVoxNumY * nVoxNumZ)) ;
}
//----------------------------------------------------------------------------
bool
VolZmap::IsValidVoxel( int nI, int nJ, int nK) const
{
// Calcolo il numero di voxel lungo X,Y e Z
int nVoxNumX = int( m_nNx[0] / N_DEXVOXRATIO + ( m_nNx[0] % N_DEXVOXRATIO == 0 ? 1 : 2)) ;
int nVoxNumY = int( m_nNy[0] / N_DEXVOXRATIO + ( m_nNy[0] % N_DEXVOXRATIO == 0 ? 1 : 2)) ;
int nVoxNumZ = int( m_nNy[1] / N_DEXVOXRATIO + ( m_nNy[1] % N_DEXVOXRATIO == 0 ? 1 : 2)) ;
// Verifico la validità del voxel
return ( nI >= - 1 && nI < nVoxNumX - 1 &&
nJ >= - 1 && nJ < nVoxNumY - 1 &&
nK >= - 1 && nK < nVoxNumZ - 1 ) ;
}
//----------------------------------------------------------------------------
bool
VolZmap::GetVoxIJKFromN( int nN, int& nI, int& nJ, int& nK) const
{
// Calcolo il numero di voxel lungo X,Y e Z
int nVoxNumX = int( m_nNx[0] / N_DEXVOXRATIO + ( m_nNx[0] % N_DEXVOXRATIO == 0 ? 1 : 2)) ;
int nVoxNumY = int( m_nNy[0] / N_DEXVOXRATIO + ( m_nNy[0] % N_DEXVOXRATIO == 0 ? 1 : 2)) ;
int nVoxNumZ = int( m_nNy[1] / N_DEXVOXRATIO + ( m_nNy[1] % N_DEXVOXRATIO == 0 ? 1 : 2)) ;
// Controllo sulla validità del voxel
if ( nN < 0 || nN >= nVoxNumX * nVoxNumY * nVoxNumZ)
return false ;
// Calcolo gli indici
nI = ( nN % ( nVoxNumX * nVoxNumY)) % nVoxNumX - 1 ;
nJ = ( nN % ( nVoxNumX * nVoxNumY)) / nVoxNumX - 1 ;
nK = ( nN / ( nVoxNumX * nVoxNumY)) - 1 ;
// Controllo la sensatezza del risultato ottenuto
return ( nI >= - 1 && nI < nVoxNumX - 1 &&
nJ >= - 1 && nJ < nVoxNumY - 1 &&
nK >= - 1 && nK < nVoxNumZ - 1 ) ;
}
//----------------------------------------------------------------------------
bool
VolZmap::GetVoxNFromIJK( int nI, int nJ, int nK, int& nN) const
{
// Calcolo il numero di voxel lungo X,Y e Z
int nVoxNumX = int( m_nNx[0] / N_DEXVOXRATIO + ( m_nNx[0] % N_DEXVOXRATIO == 0 ? 1 : 2)) ;
int nVoxNumY = int( m_nNy[0] / N_DEXVOXRATIO + ( m_nNy[0] % N_DEXVOXRATIO == 0 ? 1 : 2)) ;
int nVoxNumZ = int( m_nNy[1] / N_DEXVOXRATIO + ( m_nNy[1] % N_DEXVOXRATIO == 0 ? 1 : 2)) ;
// Controllo la validità del voxel
if ( nI <= - 2 || nI >= nVoxNumX - 1 ||
nJ <= - 2 || nJ >= nVoxNumY - 1 ||
nK <= - 2 || nK >= nVoxNumZ - 1 )
return false ;
// Calcolo il numero di Voxel
nN = nVoxNumX * nVoxNumY * ( nK + 1) + nVoxNumX * ( nJ + 1) + nI + 1 ;
// controllo sulla sensatezza del numero ottenuto
return ( nN >= 0 && nN < nVoxNumX * nVoxNumY * nVoxNumZ) ;
}
//----------------------------------------------------------------------------
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 il numero di voxel lungo X,Y e Z
int nVoxNumX = int( m_nNx[0] / N_DEXVOXRATIO + ( m_nNx[0] % N_DEXVOXRATIO == 0 ? 1 : 2)) ;
int nVoxNumY = int( m_nNy[0] / N_DEXVOXRATIO + ( m_nNy[0] % N_DEXVOXRATIO == 0 ? 1 : 2)) ;
int nVoxNumZ = int( m_nNy[1] / N_DEXVOXRATIO + ( m_nNy[1] % N_DEXVOXRATIO == 0 ? 1 : 2)) ;
// Calcolo limiti per l'indice i
nLimits[0] = ( nIJK[0] == 0 ? - 1 : nIJK[0] * int( m_nVoxNumPerBlock)) ;
nLimits[1] = ( nIJK[0] + 1 == int( m_nFracLin[0]) ?
nVoxNumX - 1 : ( nIJK[0] + 1) * int( m_nVoxNumPerBlock)) ;
// Calcolo limiti per l'indice j
nLimits[2] = ( nIJK[1] == 0 ? - 1 : nIJK[1] * int( m_nVoxNumPerBlock)) ;
nLimits[3] = ( nIJK[1] + 1 == int( m_nFracLin[1]) ?
nVoxNumY - 1 : ( nIJK[1] + 1) * int( m_nVoxNumPerBlock)) ;
// Calcolo limiti per l'indice k
nLimits[4] = ( nIJK[2] == 0 ? - 1 : nIJK[2] * int( m_nVoxNumPerBlock)) ;
nLimits[5] = ( nIJK[2] + 1 == int( m_nFracLin[2]) ?
nVoxNumZ - 1 : ( nIJK[2] + 1) * int( m_nVoxNumPerBlock)) ;
return true ;
}
//----------------------------------------------------------------------------
bool
VolZmap::IsPointInsideVoxelApprox( int nI, int nJ, int nK, const Point3d& ptP, double dPrec) const
{
// Calcolo il numero di voxel lungo X,Y e Z
int nVoxNumX = int( m_nNx[0] / N_DEXVOXRATIO + ( m_nNx[0] % N_DEXVOXRATIO == 0 ? 1 : 2)) ;
int nVoxNumY = int( m_nNy[0] / N_DEXVOXRATIO + ( m_nNy[0] % N_DEXVOXRATIO == 0 ? 1 : 2)) ;
int nVoxNumZ = int( m_nNy[1] / N_DEXVOXRATIO + ( m_nNy[1] % N_DEXVOXRATIO == 0 ? 1 : 2)) ;
// Controllo sulla validità del voxel
if ( nI <= - 2 || nI >= nVoxNumX - 1 ||
nJ <= - 2 || nJ >= nVoxNumY - 1 ||
nK <= - 2 || nK >= nVoxNumZ - 1 )
return false ;
// Se la tolleranza è minore di EPS_SMALL, la considero nulla
if ( dPrec < EPS_ZERO)
dPrec = 0 ;
// Controllo che ogni coordinata stia dentro le relative limitazioni del voxel
bool bI = ptP.x > ( nI * N_DEXVOXRATIO + 0.5) * m_dStep - dPrec &&
ptP.x < ( ( nI + 1) * N_DEXVOXRATIO + 0.5) * m_dStep + dPrec ;
bool bJ = ptP.y > ( nJ * N_DEXVOXRATIO + 0.5) * m_dStep - dPrec &&
ptP.y < ( ( nJ + 1) * N_DEXVOXRATIO + 0.5) * m_dStep + dPrec ;
bool bK = ptP.z > ( nK * N_DEXVOXRATIO + 0.5) * m_dStep - dPrec &&
ptP.z < ( ( nK + 1) * N_DEXVOXRATIO + 0.5) * m_dStep + dPrec ;
return ( bI && bJ && bK) ;
}
//----------------------------------------------------------------------------
bool
VolZmap::GetPointVoxel( const Point3d& ptP, int& nVoxI, int& nVoxJ, int& nVoxK) const
{
// Calcolo il numero di voxel lungo X,Y e Z
int nVoxNumX = int( m_nNx[0] / N_DEXVOXRATIO + ( m_nNx[0] % N_DEXVOXRATIO == 0 ? 1 : 2)) ;
int nVoxNumY = int( m_nNy[0] / N_DEXVOXRATIO + ( m_nNy[0] % N_DEXVOXRATIO == 0 ? 1 : 2)) ;
int nVoxNumZ = int( m_nNy[1] / N_DEXVOXRATIO + ( m_nNy[1] % N_DEXVOXRATIO == 0 ? 1 : 2)) ;
// Calcolo gli indici del voxel
nVoxI = int( floor( ( ptP.x - 0.5 * m_dStep) / ( m_dStep * N_DEXVOXRATIO))) ;
nVoxJ = int( floor( ( ptP.y - 0.5 * m_dStep) / ( m_dStep * N_DEXVOXRATIO))) ;
nVoxK = int( floor( ( ptP.z - 0.5 * m_dStep) / ( m_dStep * N_DEXVOXRATIO))) ;
// Controllo la validità del voxel
return ( nVoxI >= - 1 && nVoxI < nVoxNumX - 1) &&
( nVoxJ >= - 1 && nVoxJ < nVoxNumY - 1) &&
( nVoxK >= - 1 && nVoxK < nVoxNumZ - 1) ;
}
//----------------------------------------------------------------------------
bool
VolZmap::GetVoxelBlockIJK( const int nVoxIJK[], int nBlockIJK[]) const
{
// Calcolo il numero di voxel lungo X,Y e Z
int nVoxNumX = int( m_nNx[0] / N_DEXVOXRATIO + ( m_nNx[0] % N_DEXVOXRATIO == 0 ? 1 : 2)) ;
int nVoxNumY = int( m_nNy[0] / N_DEXVOXRATIO + ( m_nNy[0] % N_DEXVOXRATIO == 0 ? 1 : 2)) ;
int nVoxNumZ = int( m_nNy[1] / N_DEXVOXRATIO + ( m_nNy[1] % N_DEXVOXRATIO == 0 ? 1 : 2)) ;
// Controllo sull'ammissibilità del voxel
if ( nVoxIJK[0] <= - 2 || nVoxIJK[0] >= nVoxNumX - 1 ||
nVoxIJK[1] <= - 2 || nVoxIJK[1] >= nVoxNumY - 1 ||
nVoxIJK[2] <= - 2 || nVoxIJK[2] >= nVoxNumZ - 1 )
return false ;
// Divisioni intere
int nIntRatio0 = nVoxIJK[0] / m_nVoxNumPerBlock ;
int nIntRatio1 = nVoxIJK[1] / m_nVoxNumPerBlock ;
int nIntRatio2 = nVoxIJK[2] / m_nVoxNumPerBlock ;
// 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
{
// Calcolo il numero di voxel lungo X,Y e Z
int nVoxNumX = int( m_nNx[0] / N_DEXVOXRATIO + ( m_nNx[0] % N_DEXVOXRATIO == 0 ? 1 : 2)) ;
int nVoxNumY = int( m_nNy[0] / N_DEXVOXRATIO + ( m_nNy[0] % N_DEXVOXRATIO == 0 ? 1 : 2)) ;
int nVoxNumZ = int( m_nNy[1] / N_DEXVOXRATIO + ( m_nNy[1] % N_DEXVOXRATIO == 0 ? 1 : 2)) ;
// Test sulla validità dei limiti
if ( nLimits[0] < - 1 || nLimits[0] > nVoxNumX - 1 ||
nLimits[1] < - 1 || nLimits[1] > nVoxNumX - 1 ||
nLimits[2] < - 1 || nLimits[2] > nVoxNumY - 1 ||
nLimits[3] < - 1 || nLimits[3] > nVoxNumY - 1 ||
nLimits[4] < - 1 || nLimits[4] > nVoxNumZ - 1 ||
nLimits[5] < - 1 || nLimits[5] > nVoxNumZ - 1 )
return false ;
// Controllo sull'ammissibilità del voxel
if ( nIJK[0] <= -2 || nIJK[0] > nVoxNumX - 2 ||
nIJK[1] <= -2 || nIJK[1] > nVoxNumY - 2 ||
nIJK[2] <= -2 || nIJK[2] > nVoxNumZ - 2)
return false ;
// Se cerchiamo i voxel che sono sulla frontiera del blocco
if ( ! bType) {
return ( 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) ;
}
// Altrimenti cerchiamo i voxel che confinano con quelli di altri blocchi
// Condizione necessaria è che il voxel sia sulla frontiera
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) {
// Indici del blocco
int nCurrentBlockIJK[3] ;
GetVoxelBlockIJK( nIJK, nCurrentBlockIJK) ;
// Ciclo sulle possibili posizioni dei voxel adiacenti
for ( int nDeltaI = -1 ; nDeltaI <= 1 ; ++ nDeltaI) {
for ( int nDeltaJ = -1 ; nDeltaJ <= 1 ; ++ nDeltaJ) {
for ( int nDeltaK = -1 ; nDeltaK <= 1 ; ++ nDeltaK) {
// Evito controllo con se stesso
if ( nDeltaI == 0 && nDeltaJ == 0 && nDeltaK == 0)
continue ;
// Indici del voxel adiacente
int nAdjIJK[3] = { nIJK[0] + nDeltaI, nIJK[1] + nDeltaJ, nIJK[2] + nDeltaK} ;
// Determino (se esiste) il blocco in cui cade il voxel adiacente.
int nAdjBlockIJK[3] ;
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 ;
}
}
}
}
}
}
return false ;
}
//----------------------------------------------------------------------------
bool
VolZmap::IsAVoxelOnBoundary( const int nLimits[], const int nIJK[], int nDeltaIndex[]) const
{
// Calcolo il numero di voxel lungo X,Y e Z
int nVoxNumX = int( m_nNx[0] / N_DEXVOXRATIO + ( m_nNx[0] % N_DEXVOXRATIO == 0 ? 1 : 2)) ;
int nVoxNumY = int( m_nNy[0] / N_DEXVOXRATIO + ( m_nNy[0] % N_DEXVOXRATIO == 0 ? 1 : 2)) ;
int nVoxNumZ = int( m_nNy[1] / N_DEXVOXRATIO + ( m_nNy[1] % N_DEXVOXRATIO == 0 ? 1 : 2)) ;
// Test sulla validità dei limiti
if ( nLimits[0] < - 1 || nLimits[0] > nVoxNumX - 1 ||
nLimits[1] < - 1 || nLimits[1] > nVoxNumX - 1 ||
nLimits[2] < - 1 || nLimits[2] > nVoxNumY - 1 ||
nLimits[3] < - 1 || nLimits[3] > nVoxNumY - 1 ||
nLimits[4] < - 1 || nLimits[4] > nVoxNumZ - 1 ||
nLimits[5] < - 1 || nLimits[5] > nVoxNumZ - 1 )
return false ;
// Controllo sull'ammissibilità del voxel
if ( nIJK[0] <= -2 || nIJK[0] > nVoxNumX - 2 ||
nIJK[1] <= -2 || nIJK[1] > nVoxNumY - 2 ||
nIJK[2] <= -2 || nIJK[2] > nVoxNumZ - 2)
return false ;
nDeltaIndex[0] = 0 ;
nDeltaIndex[1] = 0 ;
nDeltaIndex[2] = 0 ;
if ( nIJK[0] == nLimits[0])
-- nDeltaIndex[0] ;
else if ( nIJK[0] == nLimits[1] - 1)
++ nDeltaIndex[0] ;
if ( nIJK[0] == nLimits[0])
-- nDeltaIndex[1];
else if ( nIJK[0] == nLimits[1] - 1)
++ nDeltaIndex[1];
if ( nIJK[0] == nLimits[0])
-- nDeltaIndex[2];
else if ( nIJK[0] == nLimits[1] - 1)
++ nDeltaIndex[2];
return ( nDeltaIndex[0] != 0 || nDeltaIndex[1] != 0 || nDeltaIndex[2] != 0) ;
}
//----------------------------------------------------------------------------
// Per riferimento restituisce i minimi degli indici ijk riferiti ai Voxel.
// Si assume che il volume sia un parallelepipedo.
bool
VolZmap::GetFirstVoxIJK( int& i, int& j, int& k) const
{
// Se non è un parallelepipedo, errore
if ( m_nShape != BOX)
return false ;
// Calcolo indici
int ni, nj ;
for ( ni = 0 ; ni < 2 ; ++ ni) {
bool bNotEmpty = false ;
for ( nj = 0 ; nj < 2 ; ++ nj) {
int nDex = nj * int( m_nNx[0]) + ni ;
if ( m_Values[0][nDex].size() > 0) {
bNotEmpty = true ;
break ;
}
}
if ( bNotEmpty)
break ;
}
int mi, mj ;
for ( mi = 0 ; mi < 2 ; ++ mi) {
bool bNotEmpty = false ;
for ( mj = 0 ; mj < 2 ; ++ mj) {
int nDex = mj * int( m_nNx[1]) + mi ;
if ( m_Values[1][nDex].size() > 0) {
bNotEmpty = true ;
break ;
}
}
if ( bNotEmpty)
break ;
}
i = ni / N_DEXVOXRATIO - ( ni % N_DEXVOXRATIO) - 1 ;
j = nj / N_DEXVOXRATIO - ( nj % N_DEXVOXRATIO) - 1 ;
k = mj / N_DEXVOXRATIO - ( mj % N_DEXVOXRATIO) - 1 ;
return true ;
}
//----------------------------------------------------------------------------
// Per riferimento restituisce i massimi degli indici ijk riferiti ai Voxel.
// Si assume che il volume sia un parallelepipedo.
bool
VolZmap::GetLastVoxIJK( int& i, int& j, int& k) const
{
// Se non è un parallelepipedo, errore
if ( m_nShape != BOX)
return false ;
// Calcolo indici
int ni, nj ;
for ( ni = int( m_nNx[0]) - 1 ; ni > int( m_nNx[0]) - 3 ; -- ni) {
bool bNotEmpty = false ;
for ( nj = int( m_nNy[0]) - 1 ; nj > int( m_nNy[0]) - 3 ; -- nj) {
int nDex = nj * int( m_nNx[0]) + ni ;
if ( m_Values[0][nDex].size() > 0) {
bNotEmpty = true ;
break ;
}
}
if ( bNotEmpty)
break ;
}
int mi, mj ;
for ( mi = int( m_nNx[1]) - 1 ; mi > int( m_nNx[1]) - 3 ; -- mi) {
bool bNotEmpty = false ;
for ( mj = int( m_nNy[1]) - 1 ; mj > int( m_nNy[1]) - 3 ; -- mj) {
int nDex = mj * int( m_nNx[1]) + mi ;
if ( m_Values[1][nDex].size() > 0) {
bNotEmpty = true ;
break ;
}
}
if ( bNotEmpty)
break ;
}
i = ni / N_DEXVOXRATIO ;
j = nj / N_DEXVOXRATIO ;
k = mj / N_DEXVOXRATIO ;
return true ;
}
//----------------------------------------------------------------------------
// Il volume deve essere un parallelepipedo.
// Verifica se il voxel contiene uno dei dodici spigoli del parallelepipedo.
bool
VolZmap::IsVoxelOnBoxEdge( int i, int j, int k) const
{
// Se non è un parallelepipedo, errore
if ( m_nShape != BOX)
return false ;
// Determino il primo nodo pieno della mappa
int nFirstVoxI, nFirstVoxJ, nFirstVoxK ;
GetFirstVoxIJK( nFirstVoxI, nFirstVoxJ, nFirstVoxK) ;
// Determino il primo nodo pieno della mappa
int nLastVoxI, nLastVoxJ, nLastVoxK ;
GetLastVoxIJK( nLastVoxI, nLastVoxJ, nLastVoxK) ;
// Determino se il voxel è su un edge del box
int nIndexOnLimitNum = 0 ;
if ( i == nFirstVoxI || i == nLastVoxI)
++ nIndexOnLimitNum ;
if ( j == nFirstVoxJ || j == nLastVoxJ)
++ nIndexOnLimitNum ;
if ( k == nFirstVoxK || k == nLastVoxK)
++ nIndexOnLimitNum ;
return ( nIndexOnLimitNum >= 2) ;
}
//----------------------------------------------------------------------------
bool
VolZmap::IsTriangleOnBorder( const Triangle3dEx& trTria, const int nBlockLimits[], const int nVoxIJK[]) const
{
// Punti del triangolo sulla griglia
Point3d ptFirstGrPt = trTria.GetP( 1) ;
Point3d ptSecondGrPt = trTria.GetP( 2) ;
// Verifico se tali punti sono sulla griglia
for ( int nC = 0 ; nC < 3 ; ++ nC) {
if ( nVoxIJK[nC] == nBlockLimits[2*nC]) {
double dGrid = ( nBlockLimits[2*nC] * N_DEXVOXRATIO + 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] * N_DEXVOXRATIO + 0.5) * m_dStep ;
if ( abs( ptFirstGrPt.v[nC] - dGrid) < EPS_SMALL &&
abs( ptSecondGrPt.v[nC] - dGrid) < EPS_SMALL)
return true ;
}
}
return false ;
}
//----------------------------------------------------------------------------
bool
VolZmap::ProcessVoxContXY( FlatVoxelContainer& VoxContXY, int nBlock, bool bPlus) const
{
for ( auto it = VoxContXY.cbegin() ;
it != VoxContXY.end() ;
it = VoxContXY.begin()) {
int nN = it->first ;
int nI, nJ, nK ;
GetVoxIJKFromN( nN, nI, nJ, nK) ;
// Costruzione del primo rettangolo: un singolo voxel
int nMinI = nI ;
int nMinJ = nJ ;
int nMaxI = nI ;
int nMaxJ = nJ ;
int nToolNum = it->second.nTool ;
double dCordZ = it->second.dHeigth ;
// Flag sul ritrovamento di un rettangolo più grande.
bool bOkI = true ;
bool bOkJ = true ;
while ( bOkI || bOkJ) {
// Se precedente espansione ok e lato I più lungo o non ok J
if ( bOkI && ( nMaxI - nMinI >= nMaxJ - nMinJ || ! bOkJ)) {
// Analizzo linea superiore
bool bSupJ = true ;
for ( int i = nMinI ; bSupJ && i <= nMaxI ; ++ i) {
if ( ! Find( VoxContXY, i, nMaxJ + 1, nK, dCordZ, nToolNum))
bSupJ = false ;
}
// Se linea superiore accettata, elimino i voxel
if ( bSupJ) {
for ( int i = nMinI ; i <= nMaxI ; ++ i)
Remove( VoxContXY, i, nMaxJ + 1, nK) ;
++ nMaxJ ;
}
// Analizzo linea inferiore
bool bInfJ = true ;
for ( int i = nMinI ; bInfJ && i <= nMaxI ; ++ i) {
if ( ! Find( VoxContXY, i, nMinJ - 1, nK, dCordZ, nToolNum))
bInfJ = false ;
}
// Se linea inferiore accettata, elimino i voxel
if ( bInfJ) {
for ( int i = nMinI ; i <= nMaxI ; ++ i)
Remove( VoxContXY, i, nMinJ - 1, nK) ;
-- nMinJ ;
}
bOkI = bSupJ || bInfJ ;
}
// altrimenti se precedente espansione J ok
else if ( bOkJ) {
// Analizzo linea destra
bool bSupI = true ;
for ( int j = nMinJ ; bSupI && j <= nMaxJ ; ++ j) {
if ( ! Find( VoxContXY, nMaxI + 1, j, nK, dCordZ, nToolNum))
bSupI = false ;
}
// Se linea destra accettata, elimino i voxel
if ( bSupI) {
for ( int j = nMinJ ; j <= nMaxJ ; ++ j)
Remove( VoxContXY, nMaxI + 1, j, nK) ;
++ nMaxI ;
}
// Analizzo linea sinistra
bool bInfI = true ;
for ( int j = nMinJ ; bInfI && j <= nMaxJ ; ++ j) {
if ( ! Find( VoxContXY, nMinI - 1, j, nK, dCordZ, nToolNum))
bInfI = false ;
}
// Se linea sinistra accettata, elimino i voxel
if ( bInfI) {
for ( int j = nMinJ ; j <= nMaxJ ; ++ j)
Remove( VoxContXY, nMinI - 1, j, nK) ;
-- nMinI ;
}
bOkJ = bSupI || bInfI ;
}
}
Point3d ptT0( ( nMinI * N_DEXVOXRATIO + 0.5) * m_dStep,
( nMinJ * N_DEXVOXRATIO + 0.5) * m_dStep, dCordZ) ;
Point3d ptT1( ( ( nMaxI + 1) * N_DEXVOXRATIO + 0.5) * m_dStep,
( ( nMinJ * N_DEXVOXRATIO + 0.5) * m_dStep), dCordZ) ;
Point3d ptT2( ( ( nMaxI + 1) * N_DEXVOXRATIO + 0.5) * m_dStep,
( ( ( nMaxJ + 1) * N_DEXVOXRATIO + 0.5) * m_dStep), dCordZ) ;
Point3d ptT3( ( nMinI * N_DEXVOXRATIO + 0.5) * m_dStep,
( ( ( nMaxJ + 1) * N_DEXVOXRATIO + 0.5) * m_dStep), dCordZ) ;
ptT0.ToGlob( m_MapFrame) ;
ptT1.ToGlob( m_MapFrame) ;
ptT2.ToGlob( m_MapFrame) ;
ptT3.ToGlob( m_MapFrame) ;
Triangle3dEx Tria0, Tria1 ;
if ( bPlus) {
Tria0.Set( ptT0, ptT1, ptT3) ;
Tria1.Set( ptT1, ptT2, ptT3) ;
}
else {
Tria0.Set( ptT0, ptT3, ptT1) ;
Tria1.Set( ptT1, ptT3, ptT2) ;
}
Tria0.SetGrade( nToolNum) ;
Tria1.SetGrade( nToolNum) ;
bool bV0 = Tria0.Validate( true) ;
bool bV1 = Tria1.Validate( true) ;
// Aggiungo alla lista
m_BlockBigTria[nBlock].emplace_back( Tria0) ;
m_BlockBigTria[nBlock].emplace_back( Tria1) ;
// Elimino il voxel da cui sono partito a ingrandire.
VoxContXY.erase( nN) ;
}
return true ;
}
//----------------------------------------------------------------------------
bool
VolZmap::ProcessVoxContYZ( FlatVoxelContainer& VoxContYZ, int nBlock, bool bPlus) const
{
for ( auto it = VoxContYZ.begin() ;
it != VoxContYZ.end() ;
it = VoxContYZ.begin()) {
int nN = it->first ;
int nI, nJ, nK ;
GetVoxIJKFromN( nN, nI, nJ, nK) ;
// Costruzione del primo rettangolo: un singolo voxel
int nMinJ = nJ ;
int nMinK = nK ;
int nMaxJ = nJ ;
int nMaxK = nK ;
int nToolNum = it->second.nTool ;
double dCordX = it->second.dHeigth ;
// Flag sul ritrovamento di un rettangolo più grande.
bool bOkJ = true ;
bool bOkK = true ;
while ( bOkJ || bOkK) {
// Se precedente espansione ok e lato J più lungo o non ok K
if ( bOkJ && ( nMaxJ - nMinJ >= nMaxK - nMinK || ! bOkK)) {
// Analizzo linea superiore
bool bSupK = true ;
for ( int j = nMinJ ; bSupK && j <= nMaxJ ; ++ j) {
if ( ! Find( VoxContYZ, nI, j, nMaxK + 1, dCordX, nToolNum))
bSupK = false ;
}
// Se linea superiore accettata, elimino i voxel
if ( bSupK) {
for ( int j = nMinJ ; j <= nMaxJ ; ++ j)
Remove( VoxContYZ, nI, j, nMaxK + 1) ;
++ nMaxK ;
}
// Analizzo linea inferiore
bool bInfK = true ;
for ( int j = nMinJ ; bInfK && j <= nMaxJ ; ++ j) {
if ( ! Find( VoxContYZ, nI, j, nMinK - 1, dCordX, nToolNum))
bInfK = false ;
}
// Se linea inferiore accettata, elimino i voxel
if ( bInfK) {
for ( int j = nMinJ ; j <= nMaxJ ; ++ j)
Remove( VoxContYZ, nI, j, nMinK - 1) ;
-- nMinK ;
}
bOkJ = bSupK || bInfK ;
}
// altrimenti se precedente espansione K ok
else if ( bOkK) {
// Analizzo linea destra
bool bSupJ = true ;
for ( int k = nMinK ; bSupJ && k <= nMaxK ; ++ k) {
if ( ! Find( VoxContYZ, nI, nMaxJ + 1, k, dCordX, nToolNum))
bSupJ = false ;
}
// Se linea destra accettata, elimino i voxel
if ( bSupJ) {
for ( int k = nMinK ; k <= nMaxK ; ++ k)
Remove( VoxContYZ, nI, nMaxJ + 1, k) ;
++ nMaxJ ;
}
// Analizzo linea sinistra
bool bInfJ = true ;
for ( int k = nMinK ; bInfJ && k <= nMaxK ; ++ k) {
if ( ! Find( VoxContYZ, nI, nMinJ - 1, k, dCordX, nToolNum))
bInfJ = false ;
}
// Se linea sinistra accettata, elimino i voxel
if ( bInfJ) {
for ( int k = nMinK ; k <= nMaxK ; ++ k)
Remove( VoxContYZ, nI, nMinJ - 1, k) ;
-- nMinJ ;
}
bOkK = bSupJ || bInfJ ;
}
}
Point3d ptT0( dCordX, ( nMinJ * N_DEXVOXRATIO + 0.5) * m_dStep,
( ( nMinK * N_DEXVOXRATIO + 0.5) * m_dStep)) ;
Point3d ptT1( dCordX, ( ( nMaxJ + 1) * N_DEXVOXRATIO + 0.5) * m_dStep,
( ( nMinK * N_DEXVOXRATIO + 0.5) * m_dStep)) ;
Point3d ptT2( dCordX, ( ( nMaxJ + 1) * N_DEXVOXRATIO + 0.5) * m_dStep,
( ( ( nMaxK + 1) * N_DEXVOXRATIO + 0.5) * m_dStep)) ;
Point3d ptT3( dCordX, ( nMinJ * N_DEXVOXRATIO + 0.5) * m_dStep,
( ( ( nMaxK + 1) * N_DEXVOXRATIO + 0.5) * m_dStep)) ;
ptT0.ToGlob( m_MapFrame) ;
ptT1.ToGlob( m_MapFrame) ;
ptT2.ToGlob( m_MapFrame) ;
ptT3.ToGlob( m_MapFrame) ;
Triangle3dEx Tria0, Tria1 ;
if ( bPlus) {
Tria0.Set( ptT0, ptT1, ptT3) ;
Tria1.Set( ptT1, ptT2, ptT3) ;
}
else {
Tria0.Set( ptT0, ptT3, ptT1) ;
Tria1.Set( ptT1, ptT3, ptT2) ;
}
Tria0.SetGrade( nToolNum) ;
Tria1.SetGrade( nToolNum) ;
bool bV0 = Tria0.Validate( true) ;
bool bV1 = Tria1.Validate( true) ;
// Aggiungo alla lista
m_BlockBigTria[nBlock].emplace_back( Tria0) ;
m_BlockBigTria[nBlock].emplace_back( Tria1) ;
// Elimino il voxel da cui sono partito a ingrandire.
VoxContYZ.erase( nN) ;
}
return true ;
}
//----------------------------------------------------------------------------
bool
VolZmap::ProcessVoxContXZ( FlatVoxelContainer& VoxContXZ, int nBlock, bool bPlus) const
{
for ( auto it = VoxContXZ.begin() ;
it != VoxContXZ.end() ;
it = VoxContXZ.begin()) {
int nN = it->first ;
int nI, nJ, nK ;
GetVoxIJKFromN( nN, nI, nJ, nK) ;
// Costruzione del primo rettangolo: un singolo voxel
int nMinI = nI ;
int nMinK = nK ;
int nMaxI = nI ;
int nMaxK = nK ;
int nToolNum = it->second.nTool ;
double dCordY = it->second.dHeigth ;
// Flag sul ritrovamento di un rettangolo più grande.
bool bOkI = true ;
bool bOkK = true ;
while ( bOkI || bOkK) {
// Se lato I più lungo e precedente espansione ok
if ( bOkI && ( nMaxI - nMinI >= nMaxK - nMinK || ! bOkK)) {
// Analizzo linea superiore
bool bSupK = true ;
for ( int i = nMinI ; bSupK && i <= nMaxI ; ++ i) {
if ( ! Find( VoxContXZ, i, nJ, nMaxK + 1, dCordY, nToolNum))
bSupK = false ;
}
// Se linea superiore accettata, elimino i voxel
if ( bSupK) {
for ( int i = nMinI ; i <= nMaxI ; ++ i)
Remove( VoxContXZ, i, nJ, nMaxK + 1) ;
++ nMaxK ;
}
// Analizzo linea inferiore
bool bInfK = true ;
for ( int i = nMinI ; bInfK && i <= nMaxI ; ++ i) {
if ( ! Find( VoxContXZ, i, nJ, nMinK - 1, dCordY, nToolNum))
bInfK = false ;
}
// Se linea inferiore accettata, elimino i voxel
if ( bInfK) {
for ( int i = nMinI ; i <= nMaxI ; ++ i)
Remove( VoxContXZ, i, nJ, nMinK - 1) ;
-- nMinK ;
}
bOkI = bSupK || bInfK ;
}
// altrimenti se precedente espansione K ok
else if ( bOkK) {
// Analizzo linea destra
bool bSupI = true ;
for ( int k = nMinK ; bSupI && k <= nMaxK ; ++ k) {
if ( ! Find( VoxContXZ, nMaxI + 1, nJ, k, dCordY, nToolNum))
bSupI = false ;
}
// Se linea destra accettata, elimino i voxel
if ( bSupI) {
for ( int k = nMinK ; k <= nMaxK ; ++ k)
Remove( VoxContXZ, nMaxI + 1, nJ, k) ;
++ nMaxI ;
}
// Analizzo linea sinistra
bool bInfI = true ;
for ( int k = nMinK ; bInfI && k <= nMaxK ; ++ k) {
if ( ! Find( VoxContXZ, nMinI - 1, nJ, k, dCordY, nToolNum))
bInfI = false ;
}
// Se linea sinistra accettata, elimino i voxel
if ( bInfI) {
for ( int k = nMinK ; k <= nMaxK ; ++ k)
Remove( VoxContXZ, nMinI - 1, nJ, k) ;
-- nMinI ;
}
bOkK = bSupI || bInfI ;
}
}
Point3d ptT0( ( nMinI * N_DEXVOXRATIO + 0.5) * m_dStep, dCordY,
( ( nMinK * N_DEXVOXRATIO + 0.5) * m_dStep)) ;
Point3d ptT1( ( ( nMaxI + 1) * N_DEXVOXRATIO + 0.5) * m_dStep, dCordY,
( ( nMinK * N_DEXVOXRATIO + 0.5) * m_dStep)) ;
Point3d ptT2( ( ( nMaxI + 1) * N_DEXVOXRATIO + 0.5) * m_dStep, dCordY,
( ( ( nMaxK + 1) * N_DEXVOXRATIO + 0.5) * m_dStep)) ;
Point3d ptT3( ( nMinI * N_DEXVOXRATIO + 0.5) * m_dStep, dCordY,
( ( ( nMaxK + 1) * N_DEXVOXRATIO + 0.5) * m_dStep)) ;
ptT0.ToGlob( m_MapFrame) ;
ptT1.ToGlob( m_MapFrame) ;
ptT2.ToGlob( m_MapFrame) ;
ptT3.ToGlob( m_MapFrame) ;
Triangle3dEx Tria0, Tria1 ;
if ( bPlus) {
Tria0.Set( ptT0, ptT3, ptT1) ;
Tria1.Set( ptT1, ptT3, ptT2) ;
}
else {
Tria0.Set( ptT0, ptT1, ptT3) ;
Tria1.Set( ptT1, ptT2, ptT3) ;
}
Tria0.SetGrade( nToolNum) ;
Tria1.SetGrade( nToolNum) ;
bool bV0 = Tria0.Validate( true) ;
bool bV1 = Tria1.Validate( true) ;
// Aggiungo alla lista
m_BlockBigTria[nBlock].emplace_back( Tria0) ;
m_BlockBigTria[nBlock].emplace_back( Tria1) ;
// Elimino il voxel da cui sono partito a ingrandire.
VoxContXZ.erase( nN) ;
}
return true ;
}
//----------------------------------------------------------------------------
bool
VolZmap::Find( const FlatVoxelContainer& VoxCont, int nI, int nJ, int nK, double dPos, int nTool) const
{
// indice globale del voxel
int nN ;
if ( ! GetVoxNFromIJK( nI, nJ, nK, nN))
return false ;
// cerco il voxel nel contenitore
auto iter = VoxCont.find( nN) ;
return ( iter != VoxCont.end() &&
abs( dPos - iter->second.dHeigth) < EPS_SMALL &&
nTool == iter->second.nTool) ;
}
//----------------------------------------------------------------------------
bool
VolZmap::Remove( FlatVoxelContainer& VoxCont, int nI, int nJ, int nK) const
{
int nN ;
if ( ! GetVoxNFromIJK( nI, nJ, nK, nN))
return false ;
return ( VoxCont.erase( nN) > 0) ;
}