Files
EgtGeomKernel/VolTriZmapGraphics.cpp
T
Dario Sassi e7b2c55cbb EgtGeomKernel 1.8d1 :
- inserite le modifiche di Lorenzo a Zmap
- aggiunta a Zmap la possibilità di visualizzare le normali.
2017-04-06 07:22:43 +00:00

2511 lines
94 KiB
C++

//----------------------------------------------------------------------------
// EgalTech 2015-2016
//----------------------------------------------------------------------------
// File : VolZmap.cpp Data : 22.01.15 Versione : 1.6a4
// Contenuto : Implementazione della classe Volume Zmap (tre griglie)
//
//
//
// Modifiche : 22.01.15 DS Creazione modulo.
//
//
//----------------------------------------------------------------------------
//--------------------------- Include ----------------------------------------
#include "stdafx.h"
#include "CurveLine.h"
#include "VolZmap.h"
#include "GeoConst.h"
#include "IntersLineSurfTm.h"
#include "MC_Tables.h"
#include "\EgtDev\Include\EGkIntervals.h"
#include "\EgtDev\Include\EgtNumUtils.h"
#include "\EgtDev\Include\EGkStringUtils3d.h"
#include "\EgtDev\Extern\Eigen\Core"
#include "\EgtDev\Extern\Eigen\SVD"
using namespace std ;
// ------------------------- STRUTTURA VERTICE TRIANGOLO - NORMALE ALLA SUPERFICIE ------------------------------------------------
struct VectorField {
Point3d ptInt ;
Vector3d vtNorm ;
} ;
// ------------------------- TABELLA BLOCCHI ADIACENTI ----------------------------------------------------------------------------
static int NeighbourTable[8][4] = {
{0, -1, -1, -1},
{1, 1, -1, -1},
{1, 1, 2, -1},
{2, 1, 2, -1},
{1, 3, -1, -1},
{2, 1, 3, -1},
{2, 2, 3, -1},
{3, 1, 2, 3}
} ;
// ------------------------- FUNZIONE TEST SULLE NORMALI --------------------------------------------------------------------------
enum FatureType { NoFeature = 0, Corner = 1, Edge = 2} ;
//----------------------------------------------------------------------------
bool
TestOnNormal( const VectorField CompoVert[], int nCompoElem, int& FeatureType)
{
int nI, nJ ;
double dMinCosTheta = 1.001 ;
const double dCosThetaSharp = 0.9 ;
for ( int i = 0 ; i < nCompoElem ; ++ i) {
for ( int j = i + 1 ; j < nCompoElem ; ++ j) {
double dCurrentCos = CompoVert[i].vtNorm * CompoVert[j].vtNorm ;
if ( dCurrentCos < dMinCosTheta) {
nI = i ;
nJ = j ;
dMinCosTheta = dCurrentCos ;
}
}
}
if ( dMinCosTheta >= dCosThetaSharp) {
FeatureType = NoFeature ;
return false ;
}
Vector3d vtK = CompoVert[nI].vtNorm ^ CompoVert[nJ].vtNorm ;
const double dCosPhiCorner = 0.5 ;
for ( int i = 0 ; i < nCompoElem ; ++ i) {
double dAbsCurrentCos = abs( CompoVert[i].vtNorm * vtK) ;
if ( dAbsCurrentCos > dCosPhiCorner) {
FeatureType = Corner ;
return true ;
}
}
FeatureType = Edge ;
return true ;
}
//----------------------------------------------------------------------------
bool
TestOnSlice( const VectorField CompoVert[], int nLimArrey,
int i,
int j,
int k, double dStep)
{
// Coordinate dei piani
double dX0 = ( i + 0.5) * dStep ;
double dX1 = ( i + 1.5) * dStep ;
double dY0 = ( j + 0.5) * dStep ;
double dY1 = ( j + 1.5) * dStep ;
double dZ0 = ( k + 0.5) * dStep ;
double dZ1 = ( k + 1.5) * dStep ;
// Analisi faccia 1
int nCount = 0 ;
double dDelta = abs( CompoVert[0].ptInt.x - dX0) ;
while ( dDelta < EPS_SMALL && nCount < nLimArrey) {
++ nCount ;
dDelta = abs( CompoVert[nCount].ptInt.x - dX0) ;
}
if ( nCount == nLimArrey)
return false ;
// Analisi faccia 2
nCount = 0 ;
dDelta = abs( CompoVert[0].ptInt.x - dX1) ;
while ( dDelta < EPS_SMALL && nCount < nLimArrey) {
++ nCount ;
dDelta = abs( CompoVert[nCount].ptInt.x - dX1) ;
}
if ( nCount == nLimArrey)
return false ;
// Analisi faccia 3
nCount = 0 ;
dDelta = abs( CompoVert[0].ptInt.y - dY0) ;
while ( dDelta < EPS_SMALL && nCount < nLimArrey) {
++ nCount ;
dDelta = abs( CompoVert[nCount].ptInt.y - dY0) ;
}
if ( nCount == nLimArrey)
return false ;
// Analisi faccia 4
nCount = 0 ;
dDelta = abs( CompoVert[0].ptInt.y - dY1) ;
while ( dDelta < EPS_SMALL && nCount < nLimArrey) {
++ nCount ;
dDelta = abs( CompoVert[nCount].ptInt.y - dY1) ;
}
if ( nCount == nLimArrey)
return false ;
// Analisi faccia 5
nCount = 0 ;
dDelta = abs( CompoVert[0].ptInt.z - dZ0) ;
while ( dDelta < EPS_SMALL && nCount < nLimArrey) {
++ nCount ;
dDelta = abs( CompoVert[nCount].ptInt.z - dZ0) ;
}
if ( nCount == nLimArrey)
return false ;
// Analisi faccia 6
nCount = 0 ;
dDelta = abs( CompoVert[0].ptInt.z - dZ1) ;
while ( dDelta < EPS_SMALL && nCount < nLimArrey) {
++ nCount ;
dDelta = abs( CompoVert[nCount].ptInt.z - dZ1) ;
}
if ( nCount == nLimArrey)
return false ;
return true ;
}
// ------------------------- VISUALIZZAZIONE --------------------------------------------------------------------------------------
//----------------------------------------------------------------------------
bool
VolZmap::GetDexelLines( int nDir, int nPos1, int nPos2, POLYLINELIST& lstPL) const
{
// Se richiesti spilloni ( 0 <= nDir < 3)
if ( nDir < 3) {
// Controllo l'ammissibilità della griglia
if ( nDir < 0 || nDir > 2)
return false ;
// Verifiche sugli indici
if ( nPos1 < 0 || nPos1 >= int( m_nNx[nDir]) || nPos2 < 0 || nPos2 >= int( m_nNy[nDir]))
return false ;
int nPos = nPos1 + nPos2 * m_nNx[nDir] ;
if ( nPos < 0 || nPos >= int( m_Values[nDir].size()))
return false ;
// Calcolo coordinate punto
double dX = m_dStep * ( 0.5 + nPos1) ;
double dY = m_dStep * ( 0.5 + nPos2) ;
// Determino il punto di partenza sulla griglia
Point3d ptP = m_MapFrame[nDir].Orig() + dX * m_MapFrame[nDir].VersX() + dY * m_MapFrame[nDir].VersY() ;
// Creo le polilinee
for ( int j = 1 ; j < int( m_Values[nDir][nPos].size()) ; j += 2) {
// aggiungo polilinea a lista
lstPL.emplace_back() ;
// inserisco punti estremi
lstPL.back().AddUPoint( 0, ptP + m_Values[nDir][nPos][j-1].dZVal * m_MapFrame[nDir].VersZ()) ;
lstPL.back().AddUPoint( 1, ptP + m_Values[nDir][nPos][j].dZVal * m_MapFrame[nDir].VersZ()) ;
}
return true ;
}
// altrimenti richieste normali ( 3 <= nDir < 6)
else {
// riporto a indice griglia
nDir -= 3 ;
// Controllo l'ammissibilità della griglia
if ( nDir < 0 || nDir > 2)
return false ;
// Verifiche sugli indici
if ( nPos1 < 0 || nPos1 >= int( m_nNx[nDir]) || nPos2 < 0 || nPos2 >= int( m_nNy[nDir]))
return false ;
int nPos = nPos1 + nPos2 * m_nNx[nDir] ;
if ( nPos < 0 || nPos >= int( m_Values[nDir].size()))
return false ;
// Calcolo coordinate punto
double dX = m_dStep * ( 0.5 + nPos1) ;
double dY = m_dStep * ( 0.5 + nPos2) ;
// Determino il punto di partenza sulla griglia
Point3d ptP = m_MapFrame[nDir].Orig() + dX * m_MapFrame[nDir].VersX() + dY * m_MapFrame[nDir].VersY() ;
// Creo le polilinee
for ( int j = 1 ; j < int( m_Values[nDir][nPos].size()) ; j += 2) {
// aggiungo polilinea a lista
lstPL.emplace_back() ;
// calcolo e inserisco punto inizio spillone
Point3d ptQ = ptP + m_Values[nDir][nPos][j-1].dZVal * m_MapFrame[nDir].VersZ() ;
lstPL.back().AddUPoint( 0, ptQ) ;
// calcolo e inserisco punto su termine sua normale
Vector3d vtV = m_Values[nDir][nPos][j-1].vtN ;
vtV.ToGlob( m_MapFrame[0]) ;
lstPL.back().AddUPoint( 1, ptQ + vtV * m_dStep / 4) ;
// aggiungo polilinea a lista
lstPL.emplace_back() ;
// calcolo e inserisco punto fine spillone
Point3d ptR = ptP + m_Values[nDir][nPos][j].dZVal * m_MapFrame[nDir].VersZ() ;
lstPL.back().AddUPoint( 0, ptR) ;
// calcolo e inserisco punto su termine sua normale
Vector3d vtW = m_Values[nDir][nPos][j].vtN ;
vtW.ToGlob( m_MapFrame[0]) ;
lstPL.back().AddUPoint( 1, ptR + vtW * m_dStep / 4) ;
}
return true ;
}
}
//----------------------------------------------------------------------------
bool
VolZmap::GetAllTriangles( TRIA3DLIST& lstTria) const
{
if ( m_nMapNum == 1) {
const int MAX_DIM_CHUNK = 128 ;
for ( int i = 0 ; i < int( m_nNx[0]) ; i += MAX_DIM_CHUNK) {
int nDimChunkX = min( MAX_DIM_CHUNK, int( m_nNx[0]) - i) ;
for ( int j = 0 ; j < int( m_nNy[0]) ; j += MAX_DIM_CHUNK) {
int nDimChunkY = min( MAX_DIM_CHUNK, int( m_nNy[0]) - j) ;
GetChunkPrisms( i, j, nDimChunkX, nDimChunkY, MAX_DIM_CHUNK, lstTria) ;
}
}
}
//else {
//
// //std::vector <TriHolder> vecTria ;
// //vecTria.resize( int( m_BlockToUpdate.size())) ;
// //for ( int i = 0 ; i < int( m_BlockToUpdate.size()) ; ++ i) {
//
// //if ( m_BlockToUpdate[i])
// // ExtMarchingCubes( i, lstTria, vecTria[i]) ; }
// TriHolder triHold ;
// ExtMarchingCubes( 0, lstTria, triHold) ;
// FlipEdges( triHold) ;
//
// for ( int i = 0 ; i < int( triHold.size()) ; ++ i)
// for ( int j = 0 ; j < int( triHold[i].vecTria.size()) ; ++ j)
// lstTria.emplace_back( triHold[i].vecTria[j]) ;
//}
else
MarchingCubes( lstTria) ;
return true ;
}
//----------------------------------------------------------------------------
bool
VolZmap::GetBlockTriangles( int nBlock, TRIA3DLIST& lstTria) const
{
// Controllo sulla validità del blocco
if ( nBlock < 0 || nBlock >= int( m_BlockToUpdate.size()))
return false ;
// Caso di singola mappa
if ( m_nMapNum == 1) {
const int MAX_DIM_CHUNK = 128 ;
// Calcolo posizione del blocco nella griglia
int nIBlock = nBlock % int( m_nFracLin[0]) ;
int nJBlock = nBlock / int( m_nFracLin[0]) ;
// Calcolo limiti per l'indice i
int nStartI = nIBlock * int( m_nDexNumPBlock) ;
int nEndI = ( nIBlock + 1 == int( m_nFracLin[0]) ?
int( m_nNx[0]) : ( nIBlock + 1) * int( m_nDexNumPBlock)) ;
// Calcolo limiti per l'indice j
int nStartJ = nJBlock * int( m_nDexNumPBlock) ;
int nEndJ = ( nJBlock + 1 == int( m_nFracLin[1]) ?
int( m_nNy[0]) : ( nJBlock + 1) * int( m_nDexNumPBlock)) ;
// Ciclo su i e j
for ( int i = nStartI ; i < nEndI ; i += MAX_DIM_CHUNK) {
int nDimChunkX = min( MAX_DIM_CHUNK, nEndI - i) ;
for ( int j = nStartJ ; j < nEndJ ; j += MAX_DIM_CHUNK) {
int nDimChunkY = min( MAX_DIM_CHUNK, nEndJ - j) ;
GetChunkPrisms( i, j, nDimChunkX, nDimChunkY, MAX_DIM_CHUNK, lstTria) ;
}
}
}
// Caso con tre mappe
else {
// Calcolo i limiti sugli indici dei voxel del blocco
// Vettore indici i,j,k del blocco
int nIJK[3] ;
GetBlockIJK( nIJK, nBlock) ;
// Vettore limiti sugli indici dei voxel del blocco
int LimitIndexes[6] ;
GetBlockLimitsIJK( nIJK, LimitIndexes) ;
TriHolder triHold ;
ExtMarchingCubes( LimitIndexes, lstTria, triHold) ;
FlipEdges( triHold) ;
// Valuto se esistono voxel contenenti sharp feature
if ( ! triHold.size())
;
else {
// Cerco fra i voxel con sharp feature quelli
// di frontiera e quelli ad essi adiacenti.
// Ciclo sui voxel con sharp feature
for ( size_t t = 0 ; t < triHold.size() ; ++ t) {
// Voxel di frontiera
if ( triHold[t].i == LimitIndexes[0] || triHold[t].i == LimitIndexes[1] - 1 ||
triHold[t].j == LimitIndexes[2] || triHold[t].j == LimitIndexes[3] - 1 ||
triHold[t].k == LimitIndexes[4] || triHold[t].k == LimitIndexes[5] - 1) {
// Ciclo sui voxel adiacenti
for ( int nI = triHold[t].i - 1 ; nI <= triHold[t].i + 1 ; ++ nI) {
for ( int nJ = triHold[t].j - 1 ; nJ <= triHold[t].j + 1 ; ++ nJ) {
for ( int nK = triHold[t].k - 1 ; nK <= triHold[t].k + 1 ; ++ nK) {
// Voxel adiacente appartenente allo
// Zmap e non appartenente al blocco
if ( ( nI >= -1 && nI <= int( m_nNx[0]) - 1 &&
nJ >= -1 && nJ <= int( m_nNy[0]) - 1 &&
nK >= -1 && nK <= int( m_nNy[1]) - 1) &&
! ( nI >= LimitIndexes[0] && nI < LimitIndexes[1] &&
nJ >= LimitIndexes[2] && nJ < LimitIndexes[3] &&
nK >= LimitIndexes[4] && nK < LimitIndexes[5])) {
std::vector <int> AdjVoxel ;
AdjVoxel.emplace_back( nI) ;
AdjVoxel.emplace_back( nJ) ;
AdjVoxel.emplace_back( nK) ;
TriHolder NewTriHold ;
ExtMarchingCubes( AdjVoxel, NewTriHold) ;
if ( NewTriHold.size())
FlipEdgesLocalFlipEdges( triHold[t], NewTriHold[0]) ;
}
}
}
}
}
}
}
for ( size_t t1 = 0 ; t1 < triHold.size() ; ++ t1)
for ( size_t t2 = 0 ; t2 < triHold[t1].vCompoTria.size() ; ++ t2)
for ( size_t t3 = 0 ; t3 < triHold[t1].vCompoTria[t2].size() ; ++ t3)
lstTria.emplace_back( triHold[t1].vCompoTria[t2][t3]) ;
}
m_BlockToUpdate[nBlock] = false ;
return true ;
}
//----------------------------------------------------------------------------
bool
VolZmap::GetBlockInfo( std::vector<bool> & bModified) const
{
bModified = m_BlockToUpdate ;
return true ;
}
//----------------------------------------------------------------------------
int
VolZmap::GetBlockCount( void) const
{
return m_nNumBlock ;
}
//----------------------------------------------------------------------------
bool
VolZmap::GetChunkPrisms( int nPos1, int nPos2, int nDim1, int nDim2, int nDimChk, TRIA3DLIST& lstTria) const
{
// determino se è un semplice parallelepipedo
bool bIsSimple = true ;
double dBotZ ;
double dTopZ ;
for ( int i = 0 ; i < nDim1 && bIsSimple ; ++ i) {
for ( int j = 0 ; j < nDim2 && bIsSimple ; ++ j) {
int nPos = ( nPos1 + i) + ( nPos2 + j) * m_nNx[0] ;
if ( nPos > int( m_nDim[0]) ||
int( m_Values[0][nPos].size()) != 2)
bIsSimple = false ;
else if ( i == 0 && j == 0) {
dBotZ = m_Values[0][nPos][0].dZVal ;
dTopZ = m_Values[0][nPos][1].dZVal ;
}
else if ( abs( m_Values[0][nPos][0].dZVal - dBotZ) > EPS_SMALL ||
abs( m_Values[0][nPos][1].dZVal - dTopZ) > EPS_SMALL)
bIsSimple = false ;
}
}
// se semplice parallelepipedo
if ( bIsSimple) {
CalcChunkPrisms( nPos1, nPos2, nDim1, nDim2, lstTria) ;
}
// se chunk di dimensioni accettabili
else if ( nDimChk >= 4) {
int nNewDimChk = nDimChk / 2 ;
for ( int i = nPos1 ; i < int( nPos1 + nDim1) ; i += nNewDimChk) {
int nDimChunkX = min( nNewDimChk, int( nPos1 + nDim1) - i) ;
for ( int j = nPos2 ; j < int( nPos2 + nDim2) ; j += nNewDimChk) {
int nDimChunkY = min( nNewDimChk, int( nPos2 + nDim2) - j) ;
GetChunkPrisms( i, j, nDimChunkX, nDimChunkY, nNewDimChk, lstTria) ;
}
}
}
// altrimenti
else {
// elaboro ogni singolo dexel
for ( int i = 0 ; i < nDim1 ; ++ i) {
for ( int j = 0 ; j < nDim2 ; ++ j) {
CalcDexelPrisms( nPos1 + i, nPos2 + j, lstTria) ;
}
}
}
return true ;
}
//----------------------------------------------------------------------------
bool
VolZmap::CalcChunkPrisms( int nPos1, int nPos2, int nDim1, int nDim2, TRIA3DLIST& lstTria) const
{
// verifiche sugli indici
if ( nPos1 < 0 || nPos1 + nDim1 > int( m_nNx[0]) || nPos2 < 0 || nPos2 + nDim2 > int( m_nNy[0]))
return false ;
int nPos = nPos1 + nPos2 * m_nNx[0] ;
if ( nPos < 0 || nPos >= int( m_nDim[0]))
return false ;
// calcolo coordinate punti
double dX = m_dStep * nPos1 ;
double dY = m_dStep * nPos2 ;
Point3d ptP1 = m_MapFrame[0].Orig() + dX * m_MapFrame[0].VersX() + dY * m_MapFrame[0].VersY() ;
Point3d ptP2 = ptP1 + nDim1 * m_dStep * m_MapFrame[0].VersX() ;
Point3d ptP3 = ptP2 + nDim2 * m_dStep * m_MapFrame[0].VersY() ;
Point3d ptP4 = ptP1 + nDim2 * m_dStep * m_MapFrame[0].VersY() ;
// creo le facce sopra e sotto
Vector3d vtDZt = m_Values[0][nPos][1].dZVal * m_MapFrame[0].VersZ() ;
Vector3d vtDZb = m_Values[0][nPos][0].dZVal * m_MapFrame[0].VersZ() ;
// faccia superiore P1t->P2t->P3t->P4t : sempre visibile
lstTria.emplace_back() ;
lstTria.back().Set( ptP1 + vtDZt, ptP2 + vtDZt, ptP3 + vtDZt, m_MapFrame[0].VersZ()) ;
lstTria.emplace_back() ;
lstTria.back().Set( ptP3 + vtDZt, ptP4 + vtDZt, ptP1 + vtDZt, m_MapFrame[0].VersZ()) ;
// faccia inferiore P1b->P4b->P3b->P2b : sempre visibile
lstTria.emplace_back() ;
lstTria.back().Set( ptP1 + vtDZb, ptP4 + vtDZb, ptP3 + vtDZb, - m_MapFrame[0].VersZ()) ;
lstTria.emplace_back() ;
lstTria.back().Set( ptP3 + vtDZb, ptP2 + vtDZb, ptP1 + vtDZb, - m_MapFrame[0].VersZ()) ;
// creo le facce laterali
for ( int j = 0 ; j < nDim2 ; ++ j) {
int nPosD = nPos + nDim1 - 1 + j * m_nNx[0] ;
int nPosEst = ( nPos1 + nDim1 - 1 < int( m_nNx[0] - 1) ? nPosD + 1 : - 1) ;
Point3d ptP2D = ptP2 + j * m_dStep * m_MapFrame[0].VersY() ;
Point3d ptP3D = ptP2D + m_dStep * m_MapFrame[0].VersY() ;
AddDexelSideFace( nPosD, nPosEst, ptP2D, ptP3D, m_MapFrame[0].VersZ(), m_MapFrame[0].VersX(), lstTria) ;
}
for ( int i = 0 ; i < nDim1 ; ++ i) {
int nPosD = nPos + ( nDim2 - 1) * m_nNx[0] + i ;
int nPosNord = ( nPos2 + nDim2 - 1 < int( m_nNy[0] - 1) ? nPosD + m_nNx[0] : - 1) ;
Point3d ptP4D = ptP4 + i * m_dStep * m_MapFrame[0].VersX() ;
Point3d ptP3D = ptP4D + m_dStep * m_MapFrame[0].VersX() ;
AddDexelSideFace( nPosD, nPosNord, ptP3D, ptP4D, m_MapFrame[0].VersZ(), m_MapFrame[0].VersY(), lstTria) ;
}
for ( int j = 0 ; j < nDim2 ; ++ j) {
int nPosD = nPos + j * m_nNx[0] ;
int nPosWest = ( nPos1 > 0 ? nPosD - 1 : - 1) ;
Point3d ptP1D = ptP1 + j * m_dStep * m_MapFrame[0].VersY() ;
Point3d ptP4D = ptP1D + m_dStep * m_MapFrame[0].VersY() ;
AddDexelSideFace( nPosD, nPosWest, ptP4D, ptP1D, m_MapFrame[0].VersZ(), - m_MapFrame[0].VersX(), lstTria) ;
}
for ( int i = 0 ; i < nDim1 ; ++ i) {
int nPosD = nPos + i ;
int nPosSud = ( nPos2 > 0 ? nPosD - m_nNx[0] : - 1) ;
Point3d ptP1D = ptP1 + i * m_dStep * m_MapFrame[0].VersX() ;
Point3d ptP2D = ptP1D + m_dStep * m_MapFrame[0].VersX() ;
AddDexelSideFace( nPosD, nPosSud, ptP1D, ptP2D, m_MapFrame[0].VersZ(), - m_MapFrame[0].VersY(), lstTria) ;
}
return true ;
}
//----------------------------------------------------------------------------
bool
VolZmap::CalcDexelPrisms( int nPos1, int nPos2, TRIA3DLIST& lstTria) const
{
// verifiche sugli indici
if ( nPos1 < 0 || nPos1 >= int( m_nNx[0]) || nPos2 < 0 || nPos2 >= int( m_nNy[0]))
return false ;
int nPos = nPos1 + nPos2 * m_nNx[0] ;
if ( nPos < 0 || nPos >= int( m_nDim[0]))
return false ;
// calcolo coordinate punto
double dX = m_dStep * nPos1 ;
double dY = m_dStep * nPos2 ;
Point3d ptP1 = m_MapFrame[0].Orig() + dX * m_MapFrame[0].VersX() + dY * m_MapFrame[0].VersY() ;
Point3d ptP2 = ptP1 + m_dStep * m_MapFrame[0].VersX() ;
Point3d ptP3 = ptP2 + m_dStep * m_MapFrame[0].VersY() ;
Point3d ptP4 = ptP1 + m_dStep * m_MapFrame[0].VersY() ;
// creo le facce sopra e sotto di ogni intervallo (sempre visibili)
for ( int i = 1 ; i < int( m_Values[0][nPos].size()) ; i += 2) {
Vector3d vtDZt = m_Values[0][nPos][i].dZVal * m_MapFrame[0].VersZ() ;
Vector3d vtDZb = m_Values[0][nPos][i-1].dZVal * m_MapFrame[0].VersZ() ;
// faccia superiore P1t->P2t->P3t->P4t : sempre visibile
lstTria.emplace_back() ;
lstTria.back().Set( ptP1 + vtDZt, ptP2 + vtDZt, ptP3 + vtDZt, m_MapFrame[0].VersZ()) ;
lstTria.emplace_back() ;
lstTria.back().Set( ptP3 + vtDZt, ptP4 + vtDZt, ptP1 + vtDZt, m_MapFrame[0].VersZ()) ;
// faccia inferiore P1b->P4b->P3b->P2b : sempre visibile
lstTria.emplace_back() ;
lstTria.back().Set( ptP1 + vtDZb, ptP4 + vtDZb, ptP3 + vtDZb, - m_MapFrame[0].VersZ()) ;
lstTria.emplace_back() ;
lstTria.back().Set( ptP3 + vtDZb, ptP2 + vtDZb, ptP1 + vtDZb, - m_MapFrame[0].VersZ()) ;
}
// creo le facce laterali
int nPosEst = ( nPos1 < int( m_nNx[0] - 1) ? nPos + 1 : - 1) ;
AddDexelSideFace( nPos, nPosEst, ptP2, ptP3, m_MapFrame[0].VersZ(), m_MapFrame[0].VersX(), lstTria) ;
int nPosNord = ( nPos2 < int( m_nNy[0] - 1) ? nPos + m_nNx[0] : - 1) ;
AddDexelSideFace( nPos, nPosNord, ptP3, ptP4, m_MapFrame[0].VersZ(), m_MapFrame[0].VersY(), lstTria) ;
int nPosWest = ( nPos1 > 0 ? nPos - 1 : - 1) ;
AddDexelSideFace( nPos, nPosWest, ptP4, ptP1, m_MapFrame[0].VersZ(), - m_MapFrame[0].VersX(), lstTria) ;
int nPosSud = ( nPos2 > 0 ? nPos - m_nNx[0] : - 1) ;
AddDexelSideFace( nPos, nPosSud, ptP1, ptP2, m_MapFrame[0].VersZ(), - m_MapFrame[0].VersY(), lstTria) ;
return true ;
}
//----------------------------------------------------------------------------
bool
VolZmap::AddDexelSideFace( int nPos, int nPosAdj, const Point3d& ptP, const Point3d& ptQ,
const Vector3d& vtZ, const Vector3d& vtNorm, TRIA3DLIST& lstTria) const
{
Intervals intFace ;
for ( int i = 1 ; i < int( m_Values[0][nPos].size()) ; i += 2)
intFace.Add( m_Values[0][nPos][i-1].dZVal, m_Values[0][nPos][i].dZVal) ;
if ( nPosAdj > 0) {
for ( int i = 1 ; i < int( m_Values[0][nPosAdj].size()) ; i += 2)
intFace.Subtract( m_Values[0][nPosAdj][i-1].dZVal, m_Values[0][nPosAdj][i].dZVal) ;
}
double dMin, dMax ;
bool bFound = intFace.GetFirst( dMin, dMax) ;
while ( bFound) {
Vector3d vtDZt = dMax * vtZ ;
Vector3d vtDZb = dMin * vtZ ;
lstTria.emplace_back() ;
lstTria.back().Set( ptP + vtDZb, ptQ + vtDZb, ptQ + vtDZt, vtNorm) ;
lstTria.emplace_back() ;
lstTria.back().Set( ptQ + vtDZt, ptP + vtDZt, ptP + vtDZb, vtNorm) ;
bFound = intFace.GetNext( dMin, dMax) ;
}
return true ;
}
//----------------------------------------------------------------------------
bool
VolZmap::MarchingCubes( TRIA3DLIST& lstTria) const
{
// Ciclo su tutti i voxel dello Zmap
for ( int i = - 1 ; i < int( m_nNx[0]) ; ++ i) {
for ( int j = - 1 ; j < int( m_nNy[0]) ; ++ j) {
for ( int k = - 1 ; k < int( m_nNy[1]) ; ++ k) {
// Indici i,j,k dei vertici
int IndexCorner[8][3] = {
{ i, j, k},
{ i + 1, j, k},
{ i + 1, j + 1, k},
{ i, j + 1, k},
{ i, j, k + 1},
{ i + 1, j, k + 1},
{ i + 1, j + 1, k + 1},
{ i, j + 1, k + 1}
} ;
// Classificazione dei vertici: interni o esterni al materiale
int nIndex = 0 ;
if ( IsThereMat( i, j, k))
nIndex |= ( 1 << 0) ;
if ( IsThereMat( i + 1, j, k))
nIndex |= ( 1 << 1) ;
if ( IsThereMat( i + 1, j + 1, k))
nIndex |= ( 1 << 2) ;
if ( IsThereMat( i, j + 1, k))
nIndex |= ( 1 << 3) ;
if ( IsThereMat( i, j, k + 1))
nIndex |= ( 1 << 4) ;
if ( IsThereMat( i + 1, j, k + 1))
nIndex |= ( 1 << 5) ;
if ( IsThereMat( i + 1, j + 1, k + 1))
nIndex |= ( 1 << 6) ;
if ( IsThereMat( i, j + 1, k + 1))
nIndex |= ( 1 << 7) ;
// Se vi è qualche intersezione fra segmenti e superficie
// continuo altrimenti passo al prossimo voxel
if ( EdgeTable[nIndex] == 0)
continue ;
static int intersections[12][2] = {
{ 0, 1 }, { 1, 2 }, { 2, 3 }, { 3, 0 }, { 4, 5 }, { 5, 6 },
{ 6, 7 }, { 7, 4 }, { 0, 4 }, { 1, 5 }, { 2, 6 }, { 3, 7 }
} ;
Point3d ptIntPoint[12] ;
// Ciclo sui segmenti
for ( int EdgeIndex = 0 ; EdgeIndex < 12 ; ++ EdgeIndex) {
// Se il segmento non attraversa la superficie
// passo al successivo
if ( ! ( EdgeTable[nIndex] & ( 1 << EdgeIndex)))
continue ;
int n1 = intersections[EdgeIndex][0] ;
int n2 = intersections[EdgeIndex][1] ;
// Determino con precisione il punto di intersezione sullo spigolo
IntersPos( IndexCorner[n1], IndexCorner[n2], ptIntPoint[EdgeIndex]) ;
ptIntPoint[EdgeIndex].ToGlob( m_MapFrame[0]) ;
}
// Costruzione dei triangoli
for ( int TriIndex = 0 ; TriangleTableEn[nIndex][0][TriIndex] != - 1 ; TriIndex += 3) {
// Costruzione triangolo
int i0 = TriangleTableEn[nIndex][0][TriIndex + 2] ;
int i1 = TriangleTableEn[nIndex][0][TriIndex + 1] ;
int i2 = TriangleTableEn[nIndex][0][TriIndex] ;
// Il triangolo è pronto
Triangle3d CurrentTriangle ;
CurrentTriangle.Set( ptIntPoint[i0], ptIntPoint[i1], ptIntPoint[i2]) ;
CurrentTriangle.Validate() ;
// Aggiungo triangolo
lstTria.emplace_back( CurrentTriangle) ;
}
}
}
}
return true ;
}
//----------------------------------------------------------------------------
bool
VolZmap::MarchingCubes( int nBlock, TRIA3DLIST& lstTria) const
{
if ( nBlock < 0 || nBlock >= int( m_BlockToUpdate.size()))
return false ;
Point3d ptMapOrig = m_MapFrame[0].Orig() ;
// Calcolo posizione del blocco nel reticolo
int nIBlock = ( nBlock % int( m_nFracLin[0] * m_nFracLin[1])) % int( m_nFracLin[0]) ;
int nJBlock = ( nBlock % int( m_nFracLin[0] * m_nFracLin[1])) / int( m_nFracLin[0]) ;
int nKBlock = ( nBlock / int( m_nFracLin[0] * m_nFracLin[1])) ;
// Calcolo limiti per l'indice i
int nStartI = nIBlock * int( m_nDexNumPBlock) - 1 ;
int nEndI = ( nIBlock + 1 == int( m_nFracLin[0]) ?
int( m_nNx[0]) : ( nIBlock + 1) * int( m_nDexNumPBlock)) ;
// Calcolo limiti per l'indice j
int nStartJ = nJBlock * int( m_nDexNumPBlock) - 1 ;
int nEndJ = ( nJBlock + 1 == int( m_nFracLin[1]) ?
int( m_nNy[0]) : ( nJBlock + 1) * int( m_nDexNumPBlock)) ;
// Calcolo limiti per l'indice k
int nStartK = nKBlock * int( m_nDexNumPBlock) - 1 ;
int nEndK = ( nKBlock + 1 == int( m_nFracLin[2]) ?
int( m_nNy[1]) : ( nKBlock + 1) * int( m_nDexNumPBlock)) ;
// Ciclo su tutti i voxel dello Zmap
for ( int i = nStartI ; i < nEndI ; ++ i) {
for ( int j = nStartJ ; j < nEndJ ; ++ j) {
for ( int k = nStartK ; k < nEndK ; ++ k) {
// Indici i,j,k dei vertici
int IndexCorner[8][3] = {
{ i, j, k},
{ i + 1, j, k},
{ i + 1, j + 1, k},
{ i, j + 1, k},
{ i, j, k + 1},
{ i + 1, j, k + 1},
{ i + 1, j + 1, k + 1},
{ i, j + 1, k + 1}
} ;
// Classificazione dei vertici: interni o esterni al materiale
int nIndex = 0 ;
if ( IsThereMat( i, j, k))
nIndex |= ( 1 << 0) ;
if ( IsThereMat( i + 1, j, k))
nIndex |= ( 1 << 1) ;
if ( IsThereMat( i + 1, j + 1, k))
nIndex |= ( 1 << 2) ;
if ( IsThereMat( i, j + 1, k))
nIndex |= ( 1 << 3) ;
if ( IsThereMat( i, j, k + 1))
nIndex |= ( 1 << 4) ;
if ( IsThereMat( i + 1, j, k + 1))
nIndex |= ( 1 << 5) ;
if ( IsThereMat( i + 1, j + 1, k + 1))
nIndex |= ( 1 << 6) ;
if ( IsThereMat( i, j + 1, k + 1))
nIndex |= ( 1 << 7) ;
// Se vi è qualche intersezione fra segmenti e superficie
// continuo altrimenti passo al prossimo voxel
if ( EdgeTable[nIndex] == 0)
continue ;
static int intersections[12][2] = {
{ 0, 1 }, { 1, 2 }, { 2, 3 }, { 3, 0 }, { 4, 5 }, { 5, 6 },
{ 6, 7 }, { 7, 4 }, { 0, 4 }, { 1, 5 }, { 2, 6 }, { 3, 7 }
} ;
// Ciclo sui segmenti
Point3d ptIntPoint[12] ;
for ( int EdgeIndex = 0 ; EdgeIndex < 12 ; ++ EdgeIndex) {
// Se il segmento non attraversa la superficie passo al successivo
if ( ! ( EdgeTable[nIndex] & ( 1 << EdgeIndex)))
continue ;
int n1 = intersections[EdgeIndex][0] ;
int n2 = intersections[EdgeIndex][1] ;
// Determino con precisione il punto di intersezione sullo spigolo
IntersPos( IndexCorner[n1], IndexCorner[n2], ptIntPoint[EdgeIndex]) ;
ptIntPoint[EdgeIndex].ToGlob( m_MapFrame[0]) ;
}
// Costruzione dei triangoli
for ( int TriIndex = 0 ; TriangleTableEn[nIndex][0][TriIndex] != - 1 ; TriIndex += 3) {
// Costruzione triangolo
int i0 = TriangleTableEn[nIndex][0][TriIndex + 2] ;
int i1 = TriangleTableEn[nIndex][0][TriIndex + 1] ;
int i2 = TriangleTableEn[nIndex][0][TriIndex] ;
Triangle3d CurrentTriangle ;
Vector3d vtN = ( ptIntPoint[i1] - ptIntPoint[i0]) ^ ( ptIntPoint[i2] - ptIntPoint[i1]) ;
vtN.Normalize() ;
vtN.ToGlob( m_MapFrame[0]) ;
// Il triangolo è pronto
CurrentTriangle.Set( ptIntPoint[i0], ptIntPoint[i1], ptIntPoint[i2], vtN) ;
// Aggiungo triangolo
lstTria.emplace_back( CurrentTriangle) ;
}
}
}
}
return true ;
}
//----------------------------------------------------------------------------
bool
VolZmap::ExtMarchingCubes( const int nLimits[], TRIA3DLIST& lstTria, TriHolder& triHold) const
{
Point3d ptMapOrig = m_MapFrame[0].Orig() ;
// Ciclo su tutti i voxel dello Zmap
for ( int i = nLimits[0] ; i < nLimits[1] ; ++ i) {
for ( int j = nLimits[2] ; j < nLimits[3] ; ++ j) {
for ( int k = nLimits[4] ; k < nLimits[5] ; ++ k) {
// Indici i,j,k dei vertici
int IndexCorner[8][3] = {
{ i, j, k},
{ i + 1, j, k},
{ i + 1, j + 1, k},
{ i, j + 1, k},
{ i, j, k + 1},
{ i + 1, j, k + 1},
{ i + 1, j + 1, k + 1},
{ i, j + 1, k + 1}
} ;
int nIndex = 0 ;
// Classificazione dei vertici: interni o esterni al materiale
if ( IsThereMat( i, j, k))
nIndex |= ( 1 << 0) ;
if ( IsThereMat( i + 1, j, k))
nIndex |= ( 1 << 1) ;
if ( IsThereMat( i + 1, j + 1, k))
nIndex |= ( 1 << 2) ;
if ( IsThereMat( i, j + 1, k))
nIndex |= ( 1 << 3) ;
if ( IsThereMat( i, j, k + 1))
nIndex |= ( 1 << 4) ;
if ( IsThereMat( i + 1, j, k + 1))
nIndex |= ( 1 << 5) ;
if ( IsThereMat( i + 1, j + 1, k + 1))
nIndex |= ( 1 << 6) ;
if ( IsThereMat( i, j + 1, k + 1))
nIndex |= ( 1 << 7) ;
// Se vi è qualche intersezione fra segmenti e superficie
// continuo altrimenti passo al prossimo voxel.
if ( EdgeTable[nIndex] == 0)
continue ;
static int intersections[12][2] = {
{ 0, 1 }, { 1, 2 }, { 3, 2 }, { 0, 3 }, { 4, 5 }, { 5, 6 },
{ 7, 6 }, { 4, 7 }, { 0, 4 }, { 1, 5 }, { 2, 6 }, { 3, 7 }
} ;
// Arrey di strutture punto di intersezione
// e normale alla superficie in esso.
VectorField VecField[12] ;
// Ciclo sui segmenti
for ( int EdgeIndex = 0 ; EdgeIndex < 12 ; ++ EdgeIndex) {
// Se il segmento non attraversa la superficie passo al successivo
if ( ! ( EdgeTable[nIndex] & ( 1 << EdgeIndex)))
continue ;
int n1 = intersections[EdgeIndex][0] ;
int n2 = intersections[EdgeIndex][1] ;
bool bN1 = ( ( nIndex & ( 1 << n1)) != 0) ;
// Determino con precisione il punto di intersezione sullo spigolo.
NewIntersPos( IndexCorner[n1], IndexCorner[n2], bN1,
VecField[EdgeIndex].ptInt,
VecField[EdgeIndex].vtNorm) ;
VecField[EdgeIndex].ptInt.ToGlob( m_MapFrame[0]) ;
VecField[EdgeIndex].vtNorm.ToGlob( m_MapFrame[0]) ;
}
// Determino il numero di componenti connesse
int nComponents = TriangleTableEn[nIndex][1][0] ;
// Serve nel ciclo che salva i punti e vettori di
// una componente nell'arrey di compentenza: La tabella
// fornisce numero di componenti, numero di vertici per
// componenti per OGNUNA delle componenti e in fine
// elenca i vertici della prima componente, seguiti da quelli
// della seconda e così via.
int nTableOffset = nComponents ;
// Numero di feature nel voxel: al più vi è una feature per componente connessa
int nFeatureInVoxel = 0 ;
// Ciclo sulle componenti
for ( int nCompCount = 1 ; nCompCount <= nComponents ; ++ nCompCount) {
// Numero vertici per componenti
int nVertComp = TriangleTableEn[nIndex][1][nCompCount] ;
// Vettore di Vector3d
VectorField CompoVert[12] ;
// Riempio il vettore
for ( int nVertCount = 0 ; nVertCount < nVertComp ; ++ nVertCount)
// Nota che il primo elemento dell'array (0-esimo) non viene inizializzato
CompoVert[nVertCount] = VecField[TriangleTableEn[nIndex][1][nVertCount + nTableOffset + 1]] ;
int nFeatureType ;
// Valuto le relazioni reciproche fra le normali e
// se i punti sono su un piano di griglia.
bool bNormal = TestOnNormal( CompoVert, nVertComp, nFeatureType) ;
bool bExt = bNormal ;
// Extended MC
if ( bExt) {
// Passo al sistema di riferimento del baricentro
Point3d ptGravityCenter( 0, 0, 0) ;
for ( int ni = 0 ; ni < nVertComp ; ++ ni)
ptGravityCenter += CompoVert[ni].ptInt ;
ptGravityCenter /= nVertComp ;
Vector3d vtO = ptGravityCenter - ORIG ;
Point3d ptTrasf[12] ;
for ( int ni = 0 ; ni < nVertComp ; ++ ni)
ptTrasf[ni] = CompoVert[ni].ptInt - vtO ;
// Preparo le matrici per il sistema
typedef Eigen::Matrix<double, Eigen::Dynamic, Eigen::Dynamic> dSystemMatrix ;
typedef Eigen::Matrix<double, Eigen::Dynamic, Eigen::Dynamic> dSystemVector ;
typedef Eigen::JacobiSVD<dSystemMatrix> DecomposerSVD ;
dSystemMatrix dMatrixN, dMatrixU, dMatrixV ;
dSystemVector dKnownVector, dUnknownVector, dSingularValue ;
dMatrixN.resize( nVertComp, 3) ;
dKnownVector.resize( nVertComp, 1) ;
dUnknownVector.resize( 3, 1) ;
// Studio del caso 4 punti su un piano
int nEqual = 0 ;
int nPosD ;
Vector3d vtD, vtE ;
if ( nVertComp == 4 && nFeatureType == 2) {
int nPosEq ;
for ( int ni = 0 ; ni < 2 ; ++ ni) {
for ( int nj = ni + 1 ; nj < nVertComp ; ++ nj) {
if ( AreSameVectorApprox( CompoVert[ni].vtNorm,
CompoVert[nj].vtNorm)) {
nEqual ++ ;
nPosEq = ni ;
}
}
if ( nEqual == 2)
break ;
else
nEqual = 0 ;
}
if ( nEqual == 2) {
for ( int ni = 0 ; ni < nVertComp ; ++ ni)
if ( ! AreSameVectorApprox( CompoVert[ni].vtNorm,
CompoVert[nPosEq].vtNorm)) {
nPosD = ni ;
vtD = CompoVert[ni].vtNorm ;
vtE = CompoVert[nPosEq].vtNorm ;
}
}
}
double dDot = abs( ( CompoVert[1].ptInt - CompoVert[0].ptInt) *
( ( CompoVert[2].ptInt - CompoVert[1].ptInt) ^
( CompoVert[3].ptInt - CompoVert[2].ptInt))) ;
// Caso quattro punti su un piano
if ( nVertComp == 4 && nEqual == 2 && dDot < EPS_SMALL) {
for ( int ni = 0 ; ni < nVertComp ; ++ ni) {
if ( ni != nPosD) {
dMatrixN( ni, 0) = CompoVert[ni].vtNorm.x ;
dMatrixN( ni, 1) = CompoVert[ni].vtNorm.y ;
dMatrixN( ni, 2) = CompoVert[ni].vtNorm.z ;
dKnownVector( ni) = CompoVert[ni].vtNorm * ( ptTrasf[ni] - ORIG) ;
}
else {
dMatrixN( ni, 0) = vtE.x ;
dMatrixN( ni, 1) = vtE.y ;
dMatrixN( ni, 2) = vtE.z ;
dKnownVector( ni) = vtE * ( ptTrasf[ni] - ORIG) ;
}
}
}
// caso generale
else {
for ( int ni = 0 ; ni < nVertComp ; ++ ni) {
dMatrixN( ni, 0) = CompoVert[ni].vtNorm.x ;
dMatrixN( ni, 1) = CompoVert[ni].vtNorm.y ;
dMatrixN( ni, 2) = CompoVert[ni].vtNorm.z ;
dKnownVector( ni) = CompoVert[ni].vtNorm * ( ptTrasf[ni] - ORIG) ;
}
}
DecomposerSVD svd( dMatrixN, Eigen::ComputeThinU | Eigen::ComputeThinV) ;
dMatrixU = svd.matrixU() ;
dMatrixV = svd.matrixV() ;
dSingularValue = svd.singularValues() ;
double s0 = dSingularValue( 0) ;
double s1 = dSingularValue( 1) ;
double s2 = dSingularValue( 2) ;
if ( nFeatureType == 2 )
dSingularValue( 2) = 0 ;
// Back substitution: risolvo il sistema USV*x = b
// Calcolo U^T b
double vTemp[3] ;
for ( int ni = 0 ; ni < 3 ; ++ ni) {
double s = 0 ;
if ( abs( dSingularValue( ni)) > EPS_SMALL) {
for ( int nj = 0 ; nj < nVertComp ; ++ nj)
s += dMatrixU( nj, ni) * dKnownVector( nj) ;
s /= dSingularValue( ni) ;
}
vTemp[ni] = s ;
}
// Moltiplico per V
for ( int ni = 0 ; ni < 3 ; ++ ni) {
double s = 0 ;
for ( int nj = 0 ; nj < 3 ; ++ nj)
s += dMatrixV( ni, nj) * vTemp[nj] ;
dUnknownVector( ni) = s ;
}
// Limito la feature entro una distanza di 3
// volte la diagonale del voxel dal baricentro.
Vector3d vtFeature( dUnknownVector( 0),
dUnknownVector( 1),
dUnknownVector( 2)) ;
double dDistFeature = vtFeature.Len() ;
const double dMaxDist = sqrt( 3) * m_dStep ;
if ( dDistFeature > dMaxDist) {
// Costruzione dei triangoli
for ( int TriIndex = 0 ; TriangleTableEn[nIndex][0][TriIndex] != - 1 ; TriIndex += 3) {
// Costruzione triangolo
int i0 = TriangleTableEn[nIndex][0][TriIndex + 2] ;
int i1 = TriangleTableEn[nIndex][0][TriIndex + 1] ;
int i2 = TriangleTableEn[nIndex][0][TriIndex] ;
Triangle3d CurrentTriangle ;
// Il triangolo è pronto
CurrentTriangle.Set( VecField[i0].ptInt, VecField[i1].ptInt, VecField[i2].ptInt) ;
CurrentTriangle.Validate( true) ;
// Se il triangolo non è degenere lo aggiungo alla lista
if ( ! ( AreSamePointApprox( CurrentTriangle.GetP( 0), CurrentTriangle.GetP( 1)) ||
AreSamePointApprox( CurrentTriangle.GetP( 1), CurrentTriangle.GetP( 2)) ||
AreSamePointApprox( CurrentTriangle.GetP( 2), CurrentTriangle.GetP( 0))))
lstTria.emplace_back( CurrentTriangle) ;
}
continue ;
}
// Esprimo la soluzione nel sistema di riferimento dello z-map.
Point3d ptSol( dUnknownVector( 0) + vtO.x,
dUnknownVector( 1) + vtO.y,
dUnknownVector( 2) + vtO.z) ;
Triangle3d CurrentTriangle ;
TRIA3DVECTOR triContainer ;
bool bInvNormal = false ;
for ( int ni = 0 ; ni < nVertComp ; ++ ni) {
// Il triangolo è pronto
int nj = ( ni + 1 < nVertComp) ? ni + 1 : 0 ;
CurrentTriangle.Set( ptSol, CompoVert[nj].ptInt, CompoVert[ni].ptInt) ;
CurrentTriangle.Validate( true) ;
// Test sulla degenerazione
if ( CurrentTriangle.GetArea() < EPS_SMALL)
continue ;
// Controllo sull'inversione delle normali
if ( CurrentTriangle.GetN() * CompoVert[nj].vtNorm < - 0.7 ||
CurrentTriangle.GetN() * CompoVert[ni].vtNorm < - 0.7) {
//string sInfo ;
//sInfo = "TriaN=" + ToString( CurrentTriangle.GetN()) +
// "VertJ=" + ToString( CompoVert[nj].vtNorm) +
// "VertI=" + ToString( CompoVert[ni].vtNorm) ;
//LOG_INFO( GetEGkLogger(), sInfo.c_str())
//bInvNormal = true ;
}
// Aggiungo triangolo al vettore temporaneo
triContainer.emplace_back( CurrentTriangle) ;
}
// Valuto normali
int nContSize = triContainer.size() ;
bool bPlane = true ;
for ( int ni = 0 ; ni < nContSize - 1 ; ++ ni) {
for ( int nj = ni + 1 ; nj < nContSize ; ++ nj) {
Vector3d vtI = triContainer[ni].GetN() ;
Vector3d vtJ = triContainer[nj].GetN() ;
if ( ! AreSameVectorApprox( vtI, vtJ)) {
bPlane = false ;
break ;
}
}
}
if ( ! ( bPlane || bInvNormal)) {
// Aggiorno il numero di feature.
++ nFeatureInVoxel ;
// Se siamo in presenza della prima feature del
// voxel, ridimensiono il vettore che contiene
// la struttura dati del voxel.
if ( nFeatureInVoxel == 1) {
triHold.resize( triHold.size() + 1) ;
// Questi dati dipendono solo dal voxel,
// quindi sono validi validi per tutte le
// componenti che vi appartengono.
int nCurrent = int( triHold.size()) - 1 ;
triHold[nCurrent].i = i ;
triHold[nCurrent].j = j ;
triHold[nCurrent].k = k ;
}
// Indice che identifica la posizione del voxel
// nel vector.
int nCurrent = int( triHold.size()) - 1 ;
// Aggiungo vertice della componente
// connessa alla lista dei vertici.
triHold[nCurrent].ptCompoVert.emplace_back( ptSol) ;
int nOldFeatureNum = triHold[nCurrent].vCompoTria.size() ;
int nNewFeatureNum = nOldFeatureNum + 1 ;
// Aggiungo una componente per il vettore
// dei triangoli della componente connessa.
triHold[nCurrent].vCompoTria.resize( nNewFeatureNum) ;
for ( int ni = 0 ; ni < nContSize ; ++ ni)
triHold[nCurrent].vCompoTria[nOldFeatureNum].emplace_back( triContainer[ni]) ;
}
else {
// Costruzione dei triangoli
for ( int TriIndex = 0 ; TriangleTableEn[nIndex][0][TriIndex] != - 1 ; TriIndex += 3) {
// Costruzione triangolo
int i0 = TriangleTableEn[nIndex][0][TriIndex + 2] ;
int i1 = TriangleTableEn[nIndex][0][TriIndex + 1] ;
int i2 = TriangleTableEn[nIndex][0][TriIndex] ;
Triangle3d CurrentTriangle ;
// Il triangolo è pronto
CurrentTriangle.Set( VecField[i0].ptInt, VecField[i1].ptInt, VecField[i2].ptInt) ;
CurrentTriangle.Validate( true) ;
// Se il triangolo non è degenere lo aggiungo alla lista
if ( ! ( AreSamePointApprox( CurrentTriangle.GetP( 0), CurrentTriangle.GetP( 1)) ||
AreSamePointApprox( CurrentTriangle.GetP( 1), CurrentTriangle.GetP( 2)) ||
AreSamePointApprox( CurrentTriangle.GetP( 2), CurrentTriangle.GetP( 0))))
lstTria.emplace_back( CurrentTriangle) ;
}
}
}
// Standard MC
else {
// Costruzione dei triangoli
for ( int TriIndex = 0 ; TriangleTableEn[nIndex][0][TriIndex] != - 1 ; TriIndex += 3) {
// Costruzione triangolo
int i0 = TriangleTableEn[nIndex][0][TriIndex + 2] ;
int i1 = TriangleTableEn[nIndex][0][TriIndex + 1] ;
int i2 = TriangleTableEn[nIndex][0][TriIndex] ;
Triangle3d CurrentTriangle ;
// Il triangolo è pronto
CurrentTriangle.Set( VecField[i0].ptInt, VecField[i1].ptInt, VecField[i2].ptInt) ;
CurrentTriangle.Validate( true) ;
// Se il triangolo non è degenere lo aggiungo alla lista
if ( ! ( AreSamePointApprox( CurrentTriangle.GetP( 0), CurrentTriangle.GetP( 1)) ||
AreSamePointApprox( CurrentTriangle.GetP( 1), CurrentTriangle.GetP( 2)) ||
AreSamePointApprox( CurrentTriangle.GetP( 2), CurrentTriangle.GetP( 0))))
lstTria.emplace_back( CurrentTriangle) ;
}
}
nTableOffset += nVertComp ;
}
}
}
}
return true ;
}
//----------------------------------------------------------------------------
bool
VolZmap::ExtMarchingCubes( const std::vector <int> VoxelsIndexes, TriHolder& triHold) const
{
// Controllo sulla validità della dimensione del
// vector: essa deve essere un multiplo di 3
if ( ( VoxelsIndexes.size() % 3))
return false ;
Point3d ptMapOrig = m_MapFrame[0].Orig() ;
// Ciclo sui voxel
for ( size_t t = 0 ; t < VoxelsIndexes.size() - 2 ; t += 3) {
// Indici del voxel
int i = VoxelsIndexes[t] ;
int j = VoxelsIndexes[t + 1] ;
int k = VoxelsIndexes[t + 2] ;
// Indici i,j,k dei vertici
int IndexCorner[8][3] = {
{ i, j, k},
{ i + 1, j, k},
{ i + 1, j + 1, k},
{ i, j + 1, k},
{ i, j, k + 1},
{ i + 1, j, k + 1},
{ i + 1, j + 1, k + 1},
{ i, j + 1, k + 1}
} ;
int nIndex = 0 ;
// Classificazione dei vertici: interni o esterni al materiale
if ( IsThereMat( i, j, k))
nIndex |= ( 1 << 0) ;
if ( IsThereMat( i + 1, j, k))
nIndex |= ( 1 << 1) ;
if ( IsThereMat( i + 1, j + 1, k))
nIndex |= ( 1 << 2) ;
if ( IsThereMat( i, j + 1, k))
nIndex |= ( 1 << 3) ;
if ( IsThereMat( i, j, k + 1))
nIndex |= ( 1 << 4) ;
if ( IsThereMat( i + 1, j, k + 1))
nIndex |= ( 1 << 5) ;
if ( IsThereMat( i + 1, j + 1, k + 1))
nIndex |= ( 1 << 6) ;
if ( IsThereMat( i, j + 1, k + 1))
nIndex |= ( 1 << 7) ;
// Se vi è qualche intersezione fra segmenti e superficie
// continuo altrimenti passo al prossimo voxel.
if ( EdgeTable[nIndex] == 0)
continue ;
static int intersections[12][2] = {
{ 0, 1 }, { 1, 2 }, { 2, 3 }, { 0, 3 }, { 4, 5 }, { 5, 6 },
{ 6, 7 }, { 4, 7 }, { 0, 4 }, { 1, 5 }, { 2, 6 }, { 3, 7 }
} ;
// Arrey di strutture punto di intersezione
// e normale alla superficie in esso.
VectorField VecField[12] ;
// Ciclo sui segmenti
for ( int EdgeIndex = 0 ; EdgeIndex < 12 ; ++ EdgeIndex) {
// Se il segmento non attraversa la superficie passo al successivo
if ( ! ( EdgeTable[nIndex] & ( 1 << EdgeIndex)))
continue ;
int n1 = intersections[EdgeIndex][0] ;
int n2 = intersections[EdgeIndex][1] ;
// Determino con precisione il punto di intersezione sullo spigolo.
IntersPos( IndexCorner[n1], IndexCorner[n2],
VecField[EdgeIndex].ptInt,
VecField[EdgeIndex].vtNorm) ;
VecField[EdgeIndex].ptInt.ToGlob( m_MapFrame[0]) ;
VecField[EdgeIndex].vtNorm.ToGlob( m_MapFrame[0]) ;
}
// Determino il numero di componenti connesse
int nComponents = TriangleTableEn[nIndex][1][0] ;
// Serve nel ciclo che salva i punti e vettori di
// una componente nell'arrey di compentenza: La tabella
// fornisce numero di componenti, numero di vertici per
// componenti per OGNUNA delle componenti e in fine
// elenca i vertici della prima componente, seguiti da quelli
// della seconda e così via.
int nTableOffset = nComponents ;
// Numero di feature nel voxel: al più vi
// è una feature per componente connessa
int nFeatureInVoxel = 0 ;
// Ciclo sulle componenti
for ( int nCompCount = 1 ; nCompCount <= nComponents ; ++ nCompCount) {
// Numero vertici per componenti
int nVertComp = TriangleTableEn[nIndex][1][nCompCount] ;
// Vettore di Vector3d
VectorField CompoVert[12] ;
// Riempio il vettore
for ( int nVertCount = 0 ; nVertCount < nVertComp ; ++ nVertCount)
// Nota che il primo elemento dell'array (0-esimo) non viene inizializzato
CompoVert[nVertCount] = VecField[TriangleTableEn[nIndex][1][nVertCount + nTableOffset + 1]] ;
int nFeatureType ;
// Valuto le relazioni reciproche fra le normali
bool bExt = TestOnNormal( CompoVert, nVertComp, nFeatureType) ;
// Extended MC
if ( bExt) {
// Aggiorno il numero di feature.
++ nFeatureInVoxel ;
// Se siamo in presenza della prima feature del
// voxel, ridimensiono il vettore che contiene
// la struttura dati del voxel.
if ( nFeatureInVoxel == 1) {
triHold.resize( triHold.size() + 1) ;
// Questi dati dipendono solo dal voxel,
// quindi sono validi validi per tutte le
// componenti che vi appartengono.
int nCurrent = int( triHold.size()) - 1 ;
triHold[nCurrent].i = i ;
triHold[nCurrent].j = j ;
triHold[nCurrent].k = k ;
}
// Indice che identifica la posizione del voxel
// nel vector.
int nCurrent = int( triHold.size()) - 1 ;
// Passo al sistema di riferimento del baricentro
Point3d ptGravityCenter( 0, 0, 0) ;
for ( int ni = 0 ; ni < nVertComp ; ++ ni)
ptGravityCenter += CompoVert[ni].ptInt ;
ptGravityCenter /= nVertComp ;
Vector3d vtO = ptGravityCenter - ORIG ;
Point3d ptTrasf[12] ;
for ( int ni = 0 ; ni < nVertComp ; ++ ni)
ptTrasf[ni] = CompoVert[ni].ptInt - vtO ;
// Preparo le matrici per il sistema
typedef Eigen::Matrix<double, Eigen::Dynamic, Eigen::Dynamic> dSystemMatrix ;
typedef Eigen::Matrix<double, Eigen::Dynamic, Eigen::Dynamic> dSystemVector ;
typedef Eigen::JacobiSVD<dSystemMatrix> DecomposerSVD ;
dSystemMatrix dMatrixN, dMatrixU, dMatrixV ;
dSystemVector dKnownVector, dUnknownVector, dSingularValue ;
dMatrixN.resize( nVertComp, 3) ;
dKnownVector.resize( nVertComp, 1) ;
dUnknownVector.resize( 3, 1) ;
// Studio del caso 4 punti su un piano
int nEqual = 0 ;
int nPosD ;
Vector3d vtD, vtE ;
if ( nVertComp == 4 && nFeatureType == 2) {
int nPosEq ;
for ( int ni = 0 ; ni < 2 ; ++ ni) {
for ( int nj = ni + 1 ; nj < nVertComp ; ++ nj) {
if ( AreSameVectorApprox( CompoVert[ni].vtNorm,
CompoVert[nj].vtNorm)) {
nEqual ++ ;
nPosEq = ni ;
}
}
if ( nEqual == 2)
break ;
else
nEqual = 0 ;
}
if ( nEqual == 2) {
for ( int ni = 0 ; ni < nVertComp ; ++ ni)
if ( ! AreSameVectorApprox( CompoVert[ni].vtNorm,
CompoVert[nPosEq].vtNorm)) {
nPosD = ni ;
vtD = CompoVert[ni].vtNorm ;
vtE = CompoVert[nPosEq].vtNorm ;
}
}
}
double dDot = abs( ( CompoVert[1].ptInt - CompoVert[0].ptInt) *
( ( CompoVert[2].ptInt - CompoVert[1].ptInt) ^
( CompoVert[3].ptInt - CompoVert[2].ptInt))) ;
// Caso quattro punti su un piano
if ( nVertComp == 4 && nEqual == 2 && dDot < EPS_SMALL) {
for ( int ni = 0 ; ni < nVertComp ; ++ ni) {
if ( ni != nPosD) {
dMatrixN( ni, 0) = CompoVert[ni].vtNorm.x ;
dMatrixN( ni, 1) = CompoVert[ni].vtNorm.y ;
dMatrixN( ni, 2) = CompoVert[ni].vtNorm.z ;
dKnownVector( ni) = CompoVert[ni].vtNorm * ( ptTrasf[ni] - ORIG) ;
}
else {
dMatrixN( ni, 0) = vtE.x ;
dMatrixN( ni, 1) = vtE.y ;
dMatrixN( ni, 2) = vtE.z ;
dKnownVector( ni) = vtE * ( ptTrasf[ni] - ORIG) ;
}
}
}
// caso generale
else {
for ( int ni = 0 ; ni < nVertComp ; ++ ni) {
dMatrixN( ni, 0) = CompoVert[ni].vtNorm.x ;
dMatrixN( ni, 1) = CompoVert[ni].vtNorm.y ;
dMatrixN( ni, 2) = CompoVert[ni].vtNorm.z ;
dKnownVector( ni) = CompoVert[ni].vtNorm * ( ptTrasf[ni] - ORIG) ;
}
}
DecomposerSVD svd( dMatrixN, Eigen::ComputeThinU | Eigen::ComputeThinV) ;
dMatrixU = svd.matrixU() ;
dMatrixV = svd.matrixV() ;
dSingularValue = svd.singularValues() ;
double s0 = dSingularValue( 0) ;
double s1 = dSingularValue( 1) ;
double s2 = dSingularValue( 2) ;
if ( nFeatureType == 2 )
dSingularValue( 2) = 0 ;
// Back substitution: risolvo il sistema USV*x = b
// Calcolo U^T b
double vTemp[3] ;
for ( int ni = 0 ; ni < 3 ; ++ ni) {
double s = 0 ;
if ( abs( dSingularValue( ni)) > EPS_SMALL) {
for ( int nj = 0 ; nj < nVertComp ; ++ nj)
s += dMatrixU( nj, ni) * dKnownVector( nj) ;
s /= dSingularValue( ni) ;
}
vTemp[ni] = s ;
}
// Moltiplico per V
for ( int ni = 0 ; ni < 3 ; ++ ni) {
double s = 0 ;
for ( int nj = 0 ; nj < 3 ; ++ nj)
s += dMatrixV( ni, nj) * vTemp[nj] ;
dUnknownVector( ni) = s ;
}
// Limito la feature entro una distanza di 3
// volte la diagonale del voxel dal baricentro.
Vector3d vtFeature( dUnknownVector( 0),
dUnknownVector( 1),
dUnknownVector( 2)) ;
double dDistFeature = vtFeature.Len() ;
const double dMaxDist = 2 * sqrt( 3) * m_dStep / 2 ;
if ( dDistFeature > dMaxDist) {
vtFeature = ( dMaxDist / dDistFeature) * vtFeature ;
dUnknownVector( 0) = vtFeature.x ;
dUnknownVector( 1) = vtFeature.y ;
dUnknownVector( 2) = vtFeature.z ;
}
// Esprimo la soluzione nel sistema di riferimento dello z-map
Point3d ptSol( dUnknownVector( 0) + vtO.x,
dUnknownVector( 1) + vtO.y,
dUnknownVector( 2) + vtO.z) ;
// Aggiungo vertice della componente
// connessa alla lista dei vertici.
triHold[nCurrent].ptCompoVert.emplace_back( ptSol) ;
int nOldFeatureNum = triHold[nCurrent].vCompoTria.size() ;
int nNewFeatureNum = nOldFeatureNum + 1 ;
// Aggiungo una componente per il vettore
// dei triangoli della componente connessa.
triHold[nCurrent].vCompoTria.resize( nNewFeatureNum) ;
Triangle3d CurrentTriangle ;
TRIA3DVECTOR triContainer ;
for ( int ni = 0 ; ni < nVertComp - 1 ; ++ ni) {
// Il triangolo è pronto
CurrentTriangle.Set( ptSol, CompoVert[ni+1].ptInt, CompoVert[ni].ptInt) ;
CurrentTriangle.Validate( true) ;
// Test sulla degenerazione
if ( CurrentTriangle.GetArea() < EPS_SMALL /*AreSamePointApprox( CurrentTriangle.GetP( 0), CurrentTriangle.GetP( 1)) ||
AreSamePointApprox( CurrentTriangle.GetP( 1), CurrentTriangle.GetP( 2)) ||
AreSamePointApprox( CurrentTriangle.GetP( 2), CurrentTriangle.GetP( 0))*/)
continue ;
// Aggiungo triangolo
triHold[nCurrent].vCompoTria[nOldFeatureNum].emplace_back( CurrentTriangle) ;
}
// Ultimo triangolo
CurrentTriangle.Set( ptSol, CompoVert[0].ptInt, CompoVert[nVertComp - 1].ptInt) ;
CurrentTriangle.Validate( true) ;
// Test sulla degenerazione
if ( CurrentTriangle.GetArea() < EPS_SMALL /*AreSamePointApprox( CurrentTriangle.GetP( 0), CurrentTriangle.GetP( 1)) ||
AreSamePointApprox( CurrentTriangle.GetP( 1), CurrentTriangle.GetP( 2)) ||
AreSamePointApprox( CurrentTriangle.GetP( 2), CurrentTriangle.GetP( 0))*/)
continue ;
// Aggiungo ultimo triangolo
triHold[nCurrent].vCompoTria[nOldFeatureNum].emplace_back( CurrentTriangle) ;
}
nTableOffset += nVertComp ;
}
}
return true ;
}
//----------------------------------------------------------------------------
bool
VolZmap::FlipEdges( TriHolder& triHold) const
{
// Numero di voxel in cui si presentano sharp feature
int nVoxelNum = int( triHold.size()) ;
// Ciclo su tali voxel
for ( int n = 0 ; n < nVoxelNum ; ++ n) {
for ( int m = n ; m < nVoxelNum ; ++ m) {
// Voxel adiacenti o coincidenti
if ( m == n ||
( ( triHold[m].i < int( m_nNx[0]) &&
triHold[m].j < int( m_nNy[0]) &&
triHold[m].k < int( m_nNy[1])) &&
( triHold[m].i == triHold[n].i + 1 ||
triHold[m].j == triHold[n].j + 1 ||
triHold[m].k == triHold[n].k + 1))) {
// Numero delle componenti connesse nei due voxel
int nNumCompoN = triHold[n].ptCompoVert.size() ;
int nNumCompoM = triHold[m].ptCompoVert.size() ;
int nCompoN = 0 ;
// Ciclo sulle componenti
for ( ; nCompoN < nNumCompoN ; ++ nCompoN) {
int nCompoM = ( m == n ? nCompoN + 1 : 0) ;
for ( ; nCompoM < nNumCompoM ; ++ nCompoM) {
// Numero di triangoli per le componenti connesse
int nNumN = int( triHold[n].vCompoTria[nCompoN].size()) ;
int nNumM = int( triHold[m].vCompoTria[nCompoM].size()) ;
for ( int triN = 0 ; triN < nNumN ; ++ triN) {
bool bModified = false ;
for ( int triM = 0 ; triM < nNumM ; ++ triM) {
std::vector <int> SharedIndex ;
for ( int vertN = 0 ; vertN < 3 ; ++ vertN) {
for ( int vertM = 0 ; vertM < 3 ; ++ vertM) {
Point3d ptN = triHold[n].vCompoTria[nCompoN][triN].GetP( vertN) ;
Point3d ptM = triHold[m].vCompoTria[nCompoM][triM].GetP( vertM) ;
if ( SqDist( ptN, ptM) < EPS_SMALL * EPS_SMALL) {
Point3d ptVertN = triHold[n].ptCompoVert[nCompoN] ;
Point3d ptVertM = triHold[m].ptCompoVert[nCompoM] ;
if ( ! ( AreSamePointApprox( ptN, ptVertN) ||
AreSamePointApprox( ptM, ptVertM))) {
SharedIndex.emplace_back( vertN) ;
SharedIndex.emplace_back( vertM) ;
}
}
if ( SharedIndex.size() > 2)
break ;
}
if ( SharedIndex.size() > 2)
break ;
}
// Si deve operare la modifica dei triangoli
if ( SharedIndex.size() > 2) {
// Controllo sulle normali
Point3d ptMFeature = triHold[m].ptCompoVert[nCompoM] ;
Point3d ptNFeature = triHold[n].ptCompoVert[nCompoN] ;
Vector3d vtFeature = ptMFeature - ptNFeature ;
vtFeature.Normalize() ;
double dDot = vtFeature * triHold[m].vCompoTria[nCompoM][triM].GetN() ;
// Ulteriore controllo sulle normali
Point3d ptP0 = ptNFeature ;
Point3d ptP1 = triHold[n].vCompoTria[nCompoN][triN].GetP( SharedIndex[0]) ;
Point3d ptP2 = triHold[n].vCompoTria[nCompoN][triN].GetP( SharedIndex[2]) ;
Point3d ptP3 = ptMFeature ;
double dPlane = ( ( ptP1 - ptP0) ^ ( ptP2 - ptP0)) * ( ptP3 - ptP0) ;
Vector3d vtN = triHold[n].vCompoTria[nCompoN][triN].GetN() ;
Vector3d vtM = triHold[m].vCompoTria[nCompoM][triM].GetN() ;
double dDotNM = vtN * vtM ;
int nProd = ( SharedIndex[2] - SharedIndex[0]) * ( SharedIndex[3] - SharedIndex[1]) ;
// ---
if ( nProd != 1 && nProd != - 2 && nProd != 4) {
triHold[n].vCompoTria[nCompoN][triN].SetP( SharedIndex[0],
triHold[m].ptCompoVert[nCompoM]) ;
triHold[m].vCompoTria[nCompoM][triM].SetP( SharedIndex[3],
triHold[n].ptCompoVert[nCompoN]) ;
triHold[n].vCompoTria[nCompoN][triN].Validate( true) ;
triHold[m].vCompoTria[nCompoM][triM].Validate( true) ;
bModified = true ;
break ;
}
}
}
if ( bModified)
break ;
}
}
}
}
}
}
return true ;
}
//----------------------------------------------------------------------------
bool
VolZmap::FlipEdgesLocalFlipEdges( TriaStruct& triStrCurr, TriaStruct& triStrAdj) const
{
// Numero delle componenti connesse nei due voxel
size_t nCurVoxCompNum = triStrCurr.ptCompoVert.size() ;
size_t nAdjVoxCompNum = triStrAdj.ptCompoVert.size() ;
// Ciclo sulle componenti connesse
for ( size_t nCVCurComp = 0 ; nCVCurComp < nCurVoxCompNum ; ++ nCVCurComp) {
for ( size_t nAVCurComp = 0 ; nAVCurComp < nAdjVoxCompNum ; ++ nAVCurComp) {
// Numero di triangoli per le componenti connesse
size_t nCVTriaNum = triStrCurr.vCompoTria[nCVCurComp].size() ;
size_t nAVTriaNum = triStrAdj.vCompoTria[nAVCurComp].size() ;
for ( size_t nCVT = 0 ; nCVT < nCVTriaNum ; ++ nCVT) {
bool bModified = false ;
for ( size_t nAVT = 0 ; nAVT < nAVTriaNum ; ++ nAVT) {
std::vector<int> SharedIndex ;
for ( size_t nCurVoxVert = 0 ; nCurVoxVert < 3 ; ++ nCurVoxVert) {
for ( size_t nAdjVoxVert = 0 ; nAdjVoxVert < 3 ; ++ nAdjVoxVert) {
Point3d ptC = triStrCurr.vCompoTria[nCVCurComp][nCVT].GetP( nCurVoxVert) ;
Point3d ptA = triStrAdj.vCompoTria[nAVCurComp][nAVT].GetP( nAdjVoxVert) ;
if ( SqDist( ptC, ptA) < EPS_SMALL * EPS_SMALL) {
SharedIndex.emplace_back( int( nCurVoxVert)) ;
SharedIndex.emplace_back( int( nAdjVoxVert)) ;
}
if ( SharedIndex.size() > 2)
break ;
}
if ( SharedIndex.size() > 2)
break ;
}
// Si deve operare la modifica dei triangoli
if ( SharedIndex.size() > 2) {
// Controllo sulle normali
Point3d ptCurFeature = triStrCurr.ptCompoVert[nCVCurComp] ;
Point3d ptAdjFeature = triStrAdj.ptCompoVert[nAVCurComp] ;
Vector3d vtFeature = ptAdjFeature - ptCurFeature ;
vtFeature.Normalize() ;
double dDot = vtFeature * triStrAdj.vCompoTria[nAVCurComp][nAVT].GetN() ;
// Ulteriore controllo sulle normali
Point3d ptP0 = ptCurFeature ;
Point3d ptP1 = triStrCurr.vCompoTria[nCVCurComp][nCVT].GetP( SharedIndex[0]) ;
Point3d ptP2 = triStrCurr.vCompoTria[nCVCurComp][nCVT].GetP( SharedIndex[2]) ;
Point3d ptP3 = ptAdjFeature ;
double dPlane = ( ( ptP1 - ptP0) ^ ( ptP2 - ptP0)) * ( ptP3 - ptP0) ;
Vector3d vtN = triStrCurr.vCompoTria[nCVCurComp][nCVT].GetN() ;
Vector3d vtM = triStrAdj.vCompoTria[nAVCurComp][nAVT].GetN() ;
double dDotNM = vtN * vtM ;
int nProd = ( SharedIndex[2] - SharedIndex[0]) * ( SharedIndex[3] - SharedIndex[1]) ;
if ( nProd != 1 && nProd != - 2 && nProd != 4 &&
( dDot < - EPS_SMALL || ( dPlane < EPS_SMALL && dDotNM < - 0.95))) {
triStrCurr.vCompoTria[nCVCurComp][nCVT].SetP( SharedIndex[0],
triStrAdj.ptCompoVert[nAVCurComp]) ;
triStrAdj.vCompoTria[nAVCurComp][nAVT].SetP( SharedIndex[3],
triStrCurr.ptCompoVert[nCVCurComp]) ;
triStrCurr.vCompoTria[nCVCurComp][nCVT].Validate( true) ;
triStrAdj.vCompoTria[nAVCurComp][nAVT].Validate( true) ;
bModified = true ;
break ;
}
}
}
if ( bModified)
break ;
}
}
}
return true ;
}
//----------------------------------------------------------------------------
bool
VolZmap::IsThereMat( int nI, int nJ, int nK) const
{
if ( nI == - 1 || nI == m_nNx[0] ||
nJ == - 1 || nJ == m_nNy[0] ||
nK == - 1 || nK == m_nNy[1])
return false ;
double dEps = 2 * EPS_SMALL ;
double dZ[3] ;
dZ[0] = ( nK + 0.5) * m_dStep ;
dZ[1] = ( nI + 0.5) * m_dStep ;
dZ[2] = ( nJ + 0.5) * m_dStep ;
int nCount = 0 ;
for ( int nGrid = 0 ; nGrid < int ( m_nMapNum) ; ++ nGrid) {
unsigned int nGrI, nGrJ ;
if ( nGrid == 0) {
nGrI = nI ;
nGrJ = nJ ;
}
else if ( nGrid == 1) {
nGrI = nJ ;
nGrJ = nK ;
}
else {
nGrI = nK ;
nGrJ = nI ;
}
unsigned int nPos = nGrJ * m_nNx[nGrid] + nGrI ;
size_t nDexSize = m_Values[nGrid][nPos].size() ;
size_t nIndex = 0 ;
while ( nIndex < nDexSize) {
if ( dZ[nGrid] > m_Values[nGrid][nPos][nIndex].dZVal - dEps &&
dZ[nGrid] < m_Values[nGrid][nPos][nIndex + 1].dZVal + dEps) {
++ nCount ;
break ;
}
nIndex += 2 ;
}
}
return ( nCount == 3) ;
}
//----------------------------------------------------------------------------
bool
VolZmap::IntersPos( int nVec1[], int nVec2[], Point3d& ptInt) const
{
if ( nVec1[0] != nVec2[0]) {
ptInt.y = ( nVec1[1] + 0.5) * m_dStep ;
ptInt.z = ( nVec1[2] + 0.5) * m_dStep ;
int nMinI = min( nVec1[0], nVec2[0]) ;
int nMaxI = max( nVec1[0], nVec2[0]) ;
double dMinX = ( nMinI + 0.5) * m_dStep ;
double dMaxX = ( nMaxI + 0.5) * m_dStep ;
unsigned int nDexel = nVec1[2] * m_nNx[1] + nVec1[1] ;
size_t nSize = m_Values[1][nDexel].size() ;
bool bFound = false ;
for ( size_t i = 0 ; i < nSize ; i += 2) {
double dx1 = m_Values[1][nDexel][i].dZVal ;
double dx2 = m_Values[1][nDexel][i+1].dZVal ;
if ( dx1 < dMinX - EPS_SMALL && dx2 > dMinX - EPS_SMALL && dx2 < dMaxX + EPS_SMALL) {
ptInt.x = dx2 ;
bFound = true ;
break ;
}
else if ( dx1 > dMinX - EPS_SMALL && dx1 < dMaxX + EPS_SMALL && dx2 > dMaxX + EPS_SMALL) {
ptInt.x = dx1 ;
bFound = true ;
break ;
}
}
if ( ! bFound)
ptInt.x = ( dMinX + dMaxX) / 2 ;
}
else if ( nVec1[1] != nVec2[1]) {
ptInt.x = ( nVec1[0] + 0.5) * m_dStep ;
ptInt.z = ( nVec1[2] + 0.5) * m_dStep ;
int nMinJ = min( nVec1[1], nVec2[1]) ;
int nMaxJ = max( nVec1[1], nVec2[1]) ;
double dMinY = ( nMinJ + 0.5) * m_dStep ;
double dMaxY = ( nMaxJ + 0.5) * m_dStep ;
unsigned int nDexel = nVec1[0] * m_nNx[2] + nVec1[2] ;
size_t nSize = m_Values[2][nDexel].size() ;
bool bFound = false ;
for ( size_t j = 0 ; j < nSize ; j += 2) {
double dy1 = m_Values[2][nDexel][j].dZVal ;
double dy2 = m_Values[2][nDexel][j+1].dZVal ;
if ( dy1 < dMinY - EPS_SMALL && dy2 > dMinY - EPS_SMALL && dy2 < dMaxY + EPS_SMALL) {
ptInt.y = dy2 ;
bFound = true ;
break ;
}
else if ( dy1 > dMinY - EPS_SMALL && dy1 < dMaxY + EPS_SMALL && dy2 > dMaxY + EPS_SMALL) {
ptInt.y = dy1 ;
bFound = true ;
break ;
}
}
if ( ! bFound)
ptInt.y = ( dMinY + dMaxY) / 2 ;
}
else if ( nVec1[2] != nVec2[2]) {
ptInt.x = ( nVec1[0] + 0.5) * m_dStep ;
ptInt.y = ( nVec1[1] + 0.5) * m_dStep ;
int nMinK = min( nVec1[2], nVec2[2]) ;
int nMaxK = max( nVec1[2], nVec2[2]) ;
double dMinZ = ( nMinK + 0.5) * m_dStep ;
double dMaxZ = ( nMaxK + 0.5) * m_dStep ;
unsigned int nDexel = nVec1[1] * m_nNx[0] + nVec1[0] ;
size_t nSize = m_Values[0][nDexel].size() ;
bool bFound = false ;
for ( size_t k = 0 ; k < nSize ; k += 2) {
double dz1 = m_Values[0][nDexel][k].dZVal ;
double dz2 = m_Values[0][nDexel][k+1].dZVal ;
if ( dz1 < dMinZ - EPS_SMALL && dz2 > dMinZ - EPS_SMALL && dz2 < dMaxZ + EPS_SMALL) {
ptInt.z = dz2 ;
bFound = true ;
break ;
}
else if ( dz1 > dMinZ - EPS_SMALL && dz1 < dMaxZ + EPS_SMALL && dz2 > dMaxZ + EPS_SMALL) {
ptInt.z = dz1 ;
bFound = true ;
break ;
}
}
if ( ! bFound)
ptInt.z = ( dMinZ + dMaxZ) / 2 ;
}
return true ;
}
//----------------------------------------------------------------------------
bool
VolZmap::IntersPos( int nVec1[], int nVec2[], Point3d& ptInt, Vector3d& vtNormal) const
{
double Eps = EPS_SMALL ;
if ( nVec1[0] != nVec2[0]) {
int nMinI = min( nVec1[0], nVec2[0]) ;
int nMaxI = max( nVec1[0], nVec2[0]) ;
double dMinX = ( nMinI + 0.5) * m_dStep ;
double dMaxX = ( nMaxI + 0.5) * m_dStep ;
ptInt.y = ( nVec1[1] + 0.5) * m_dStep ;
ptInt.z = ( nVec1[2] + 0.5) * m_dStep ;
unsigned int nDexel = nVec1[2] * m_nNx[1] + nVec1[1] ;
size_t nSize = m_Values[1][nDexel].size() ;
bool bFound = false ;
for ( size_t i = 0 ; i < nSize ; i += 2) {
double dx1 = m_Values[1][nDexel][i].dZVal ;
double dx2 = m_Values[1][nDexel][i+1].dZVal ;
if ( dx1 < dMinX - Eps && dx2 > dMinX - Eps && dx2 < dMaxX + Eps) {
ptInt.x = dx2 ;
vtNormal = m_Values[1][nDexel][i+1].vtN ;
bFound = true ;
break ;
}
else if ( dx1 > dMinX - Eps && dx1 < dMaxX + Eps && dx2 > dMaxX + Eps) {
ptInt.x = dx1 ;
vtNormal = m_Values[1][nDexel][i].vtN ;
bFound = true ;
break ;
}/*
if ( dx1 < dMinX + Eps && dx2 > dMinX && dx2 < dMaxX - Eps) {
ptInt.x = dx2 ;
vtNormal = m_Values[1][nDexel][i+1].vtN ;
bFound = true ;
break ;
}
else if ( dx1 > dMinX + Eps && dx1 < dMaxX + Eps && dx2 > dMaxX + Eps) {
ptInt.x = dx1 ;
vtNormal = m_Values[1][nDexel][i].vtN ;
bFound = true ;
break ;
}*/
}
if ( ! bFound) {
ptInt.x = ( dMinX + dMaxX) / 2 ;
/*
if ( IsThereMat( nVec1[0], nVec1[1], nVec1[2])) {
double dY = ( nVec2[1] + 0.5) * m_dStep ;
double dZ = ( nVec2[2] + 0.5) * m_dStep ;
unsigned int YDirMinIndex = 0 ;
unsigned int ZDirMinIndex = 0 ;
double dYMinDist = DBL_MAX ;
double dZMinDist = DBL_MAX ;
unsigned int nYDirGrid = nVec2[0] * m_nNx[2] + nVec2[2] ;
unsigned int nZDirGrid = nVec2[1] * m_nNx[0] + nVec2[0] ;
for ( unsigned int t = 0 ; t < m_Values[0][nZDirGrid].size() ; ++ t) {
double dMZ1 = m_Values[0][nZDirGrid][t].dZVal ;
if ( abs( dMZ1 - dZ) < dZMinDist) {
ZDirMinIndex = t ;
dZMinDist = abs( dMZ1 - dZ) ;
}
}
for ( unsigned int t = 0 ; t < m_Values[2][nYDirGrid].size() ; ++ t) {
double dMY1 = m_Values[2][nYDirGrid][t].dZVal ;
if ( abs( dMY1 - dY) < dYMinDist) {
YDirMinIndex = t ;
dYMinDist = abs( dMY1 - dY) ;
}
}
unsigned int AbsoluteMinIndex ;
if ( dZMinDist < dYMinDist)
vtNormal = m_Values[0][nZDirGrid][ZDirMinIndex].vtN ;
else
vtNormal = m_Values[0][nYDirGrid][YDirMinIndex].vtN ;
}
else {
}*/
}
}
else if ( nVec1[1] != nVec2[1]) {
int nMinJ = min( nVec1[1], nVec2[1]) ;
int nMaxJ = max( nVec1[1], nVec2[1]) ;
double dMinY = ( nMinJ + 0.5) * m_dStep ;
double dMaxY = ( nMaxJ + 0.5) * m_dStep ;
ptInt.x = ( nVec1[0] + 0.5) * m_dStep ;
ptInt.z = ( nVec1[2] + 0.5) * m_dStep ;
unsigned int nDexel = nVec1[0] * m_nNx[2] + nVec1[2] ;
size_t nSize = m_Values[2][nDexel].size() ;
bool bFound = false ;
for ( size_t j = 0 ; j < nSize ; j += 2) {
double dy1 = m_Values[2][nDexel][j].dZVal ;
double dy2 = m_Values[2][nDexel][j+1].dZVal ;
if ( dy1 < dMinY - Eps && dy2 > dMinY - Eps && dy2 < dMaxY + Eps) {
ptInt.y = dy2 ;
vtNormal = m_Values[2][nDexel][j+1].vtN ;
bFound = true ;
break ;
}
else if ( dy1 > dMinY - Eps && dy1 < dMaxY + Eps && dy2 > dMaxY + Eps) {
ptInt.y = dy1 ;
vtNormal = m_Values[2][nDexel][j].vtN ;
bFound = true ;
break ;
}/*
if ( dy1 < dMinY + Eps && dy2 > dMinY && dy2 < dMaxY - Eps) {
ptInt.y = dy2 ;
vtNormal = m_Values[2][nDexel][j+1].vtN ;
bFound = true ;
break ;
}
else if ( dy1 > dMinY + Eps && dy1 < dMaxY + Eps && dy2 > dMaxY + Eps) {
ptInt.y = dy1 ;
vtNormal = m_Values[2][nDexel][j].vtN ;
bFound = true ;
break ;
}*/
}
if ( ! bFound) {
ptInt.y = ( dMinY + dMaxY) / 2 ;
// Versore Normale ???
}
}
else if ( nVec1[2] != nVec2[2]) {
int nMinK = min( nVec1[2], nVec2[2]) ;
int nMaxK = max( nVec1[2], nVec2[2]) ;
double dMinZ = ( nMinK + 0.5) * m_dStep ;
double dMaxZ = ( nMaxK + 0.5) * m_dStep ;
ptInt.x = ( nVec1[0] + 0.5) * m_dStep ;
ptInt.y = ( nVec1[1] + 0.5) * m_dStep ;
unsigned int nDexel = nVec1[1] * m_nNx[0] + nVec1[0] ;
size_t nSize = m_Values[0][nDexel].size() ;
bool bFound = false ;
for ( size_t k = 0 ; k < nSize ; k += 2) {
double dz1 = m_Values[0][nDexel][k].dZVal ;
double dz2 = m_Values[0][nDexel][k+1].dZVal ;
if ( dz1 < dMinZ - Eps && dz2 > dMinZ - Eps && dz2 < dMaxZ + Eps) {
ptInt.z = dz2 ;
vtNormal = m_Values[0][nDexel][k+1].vtN ;
bFound = true ;
break ;
}
else if ( dz1 > dMinZ - Eps && dz1 < dMaxZ + Eps && dz2 > dMaxZ + Eps) {
ptInt.z = dz1 ;
vtNormal = m_Values[0][nDexel][k].vtN ;
bFound = true ;
break ;
}/*
if ( dz1 < dMinZ + Eps && dz2 > dMinZ && dz2 < dMaxZ - Eps) {
ptInt.z = dz2 ;
vtNormal = m_Values[0][nDexel][k+1].vtN ;
bFound = true ;
break ;
}
else if ( dz1 > dMinZ + Eps && dz1 < dMaxZ + Eps && dz2 > dMaxZ + Eps) {
ptInt.z = dz1 ;
vtNormal = m_Values[0][nDexel][k].vtN ;
bFound = true ;
break ;
}*/
}
if ( ! bFound) {
ptInt.z = ( dMinZ + dMaxZ) / 2 ;
// Versore Normale ???
}
}
return true ;
}
//----------------------------------------------------------------------------
bool
VolZmap::NewIntersPos( int nVec1[], int nVec2[], bool bFirstCorner, Point3d& ptInt, Vector3d& vtNormal) const
{
double dEps = 2 * EPS_SMALL ;
if ( nVec1[0] != nVec2[0]) {
int nMinI = min( nVec1[0], nVec2[0]) ;
int nMaxI = max( nVec1[0], nVec2[0]) ;
double dMinX = ( nMinI + 0.5) * m_dStep ;
double dMaxX = ( nMaxI + 0.5) * m_dStep ;
ptInt.y = ( nVec1[1] + 0.5) * m_dStep ;
ptInt.z = ( nVec1[2] + 0.5) * m_dStep ;
size_t nDexel = nVec1[2] * m_nNx[1] + nVec1[1] ;
size_t nSize = m_Values[1][nDexel].size() ;
if ( bFirstCorner) {
size_t n = nSize - 1 ;
double dX = m_Values[1][nDexel][n].dZVal ;
while ( n > 0 && dX > dMinX - dEps) {
if ( dX < dMaxX + dEps) {
ptInt.x = dX ;
vtNormal = m_Values[1][nDexel][n].vtN ;
break ;
}
if ( n == 1)
break ;
n -= 2 ;
dX = m_Values[1][nDexel][n].dZVal ;
}
}
else {
size_t n = 0 ;
double dX = m_Values[1][nDexel][0].dZVal ;
while ( n <= nSize - 2 && dX < dMaxX + dEps) {
if ( dX > dMinX - dEps) {
ptInt.x = dX ;
vtNormal = m_Values[1][nDexel][n].vtN ;
break ;
}
if ( n == nSize - 2)
break ;
n += 2 ;
dX = m_Values[1][nDexel][n].dZVal ;
}
}
}
else if ( nVec1[1] != nVec2[1]) {
int nMinJ = min( nVec1[1], nVec2[1]) ;
int nMaxJ = max( nVec1[1], nVec2[1]) ;
double dMinY = ( nMinJ + 0.5) * m_dStep ;
double dMaxY = ( nMaxJ + 0.5) * m_dStep ;
ptInt.x = ( nVec1[0] + 0.5) * m_dStep ;
ptInt.z = ( nVec1[2] + 0.5) * m_dStep ;
size_t nDexel = nVec1[0] * m_nNx[2] + nVec1[2] ;
size_t nSize = m_Values[2][nDexel].size() ;
if ( bFirstCorner) {
size_t n = nSize - 1 ;
double dY = m_Values[2][nDexel][n].dZVal ;
while ( n > 0 && dY > dMinY - dEps) {
if ( dY < dMaxY + dEps) {
ptInt.y = dY ;
vtNormal = m_Values[2][nDexel][n].vtN ;
break ;
}
if ( n == 1)
break ;
n -= 2 ;
dY = m_Values[2][nDexel][n].dZVal ;
}
}
else {
size_t n = 0 ;
double dY = m_Values[2][nDexel][0].dZVal ;
while ( n <= nSize - 2 && dY < dMaxY + dEps) {
if ( dY > dMinY - dEps) {
ptInt.y = dY ;
vtNormal = m_Values[2][nDexel][n].vtN ;
break ;
}
if ( n == nSize - 2)
break ;
n += 2 ;
dY = m_Values[2][nDexel][n].dZVal ;
}
}
}
else if ( nVec1[2] != nVec2[2]) {
int nMinK = min( nVec1[2], nVec2[2]) ;
int nMaxK = max( nVec1[2], nVec2[2]) ;
double dMinZ = ( nMinK + 0.5) * m_dStep ;
double dMaxZ = ( nMaxK + 0.5) * m_dStep ;
ptInt.x = ( nVec1[0] + 0.5) * m_dStep ;
ptInt.y = ( nVec1[1] + 0.5) * m_dStep ;
size_t nDexel = nVec1[1] * m_nNx[0] + nVec1[0] ;
size_t nSize = m_Values[0][nDexel].size() ;
if ( bFirstCorner) {
size_t n = nSize - 1 ;
double dZ = m_Values[0][nDexel][n].dZVal ;
while ( n > 0 && dZ > dMinZ - dEps) {
if ( dZ < dMaxZ + dEps) {
ptInt.z = dZ ;
vtNormal = m_Values[0][nDexel][n].vtN ;
break ;
}
if ( n == 1)
break ;
n -= 2 ;
dZ = m_Values[0][nDexel][n].dZVal ;
}
}
else {
size_t n = 0 ;
double dZ = m_Values[0][nDexel][0].dZVal ;
while ( n <= nSize - 2 && dZ < dMaxZ + dEps) {
if ( dZ > dMinZ - dEps) {
ptInt.z = dZ ;
vtNormal = m_Values[0][nDexel][n].vtN ;
break ;
}
if ( n == nSize - 2)
break ;
n += 2 ;
dZ = m_Values[0][nDexel][n].dZVal ;
}
}
}
return true ;
}
//----------------------------------------------------------------------------
bool
VolZmap::GetBlockIJK( int nIJK[], int nBlock) const
{
// Controllo sulla validità del blocco
if ( nBlock < 0 || nBlock >= int( m_nNumBlock))
return false ;
// Calcolo posizione del blocco nel reticolo
nIJK[0] = ( nBlock % int( m_nFracLin[0] * m_nFracLin[1])) % int( m_nFracLin[0]) ;
nIJK[1] = ( nBlock % int( m_nFracLin[0] * m_nFracLin[1])) / int( m_nFracLin[0]) ;
nIJK[2] = ( nBlock / int( m_nFracLin[0] * m_nFracLin[1])) ;
return true ;
}
//----------------------------------------------------------------------------
bool
VolZmap::GetBlockLimitsIJK( const int nIJK[], int nLimits[]) const
{
// Controllo sulla validità degli indici i, j, k del blocco
if ( nIJK[0] < 0 || nIJK[0] >= int( m_nFracLin[0]) ||
nIJK[1] < 0 || nIJK[1] >= int( m_nFracLin[1]) ||
nIJK[2] < 0 || nIJK[2] >= int( m_nFracLin[2]))
return false ;
// Calcolo limiti per l'indice i
nLimits[0] = ( nIJK[0] == 0 ? - 1 : nIJK[0] * int( m_nDexNumPBlock)) ;
nLimits[1] = ( nIJK[0] + 1 == int( m_nFracLin[0]) ?
int( m_nNx[0]) : ( nIJK[0] + 1) * int( m_nDexNumPBlock)) ;
// Calcolo limiti per l'indice j
nLimits[2] =( nIJK[1] == 0 ? - 1 : nIJK[1] * int( m_nDexNumPBlock)) ;
nLimits[3] = ( nIJK[1] + 1 == int( m_nFracLin[1]) ?
int( m_nNy[0]) : ( nIJK[1] + 1) * int( m_nDexNumPBlock)) ;
// Calcolo limiti per l'indice k
nLimits[4] = ( nIJK[2] == 0 ? - 1 : nIJK[2] * int( m_nDexNumPBlock)) ;
nLimits[5] = ( nIJK[2] + 1 == int( m_nFracLin[2]) ?
int( m_nNy[1]) : ( nIJK[2] + 1) * int( m_nDexNumPBlock)) ;
return true ;
}