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// ************************************************************************************************
//
// BornAgain: simulate and fit reflection and scattering
//
//! @file Img3D/Mesh/Box.cpp
//! @brief Implements utility functions in ba3d namespace.
//!
//! @homepage http://www.bornagainproject.org
//! @license GNU General Public License v3 or higher (see COPYING)
//! @copyright Forschungszentrum Jülich GmbH 2018
//! @authors Scientific Computing Group at MLZ (see CITATION, AUTHORS)
//
// ************************************************************************************************
#include "Base/Util/Assert.h"
#include "Img3D/Model/Geometry.h"
namespace Img3D {
Geometry::Mesh Geometry::meshBox()
{
float const D = .5f;
Vertices vs_;
vs_.reserve(8);
for (float x : {-D, +D})
for (float y : {-D, +D})
for (float z : {-D, +D})
vs_.append(F3(x, y, z));
ASSERT(8 == vs_.count());
Vertices vs;
vs.reserve(36);
vs.addQuad(vs_, 0, 2, 6, 4);
vs.addQuad(vs_, 1, 5, 7, 3);
vs.addQuad(vs_, 0, 1, 3, 2);
vs.addQuad(vs_, 4, 6, 7, 5);
vs.addQuad(vs_, 0, 4, 5, 1);
vs.addQuad(vs_, 2, 3, 7, 6);
ASSERT(36 == vs.count());
return makeMesh(vs);
}
Geometry::Mesh Geometry::meshRoughBox(const double2d_t* topR, const double2d_t* bottomR,
bool drawBottom)
{
ASSERT(topR || bottomR);
const double2d_t* base = topR ? topR : bottomR;
ASSERT(base->size());
const auto& t = topR ? *topR : double2d_t(base->size(), std::vector<double>(base[0].size()));
const auto& b =
bottomR ? *bottomR : double2d_t(base->size(), std::vector<double>(base[0].size()));
float const D = 0.5f;
const int M = t.size();
const int N = t[0].size();
int num_vertices = 6 * (M - 1) * (N - 1) + 12 * (M + N - 2);
const float dx = 2 * D / (N - 1);
const float dy = 2 * D / (M - 1);
Vertices vs;
vs.reserve(num_vertices);
// top surface
for (int j = 0; j < M - 1; j++) {
const float y1 = -D + dy * j;
const float y2 = y1 + dy;
for (int i = 0; i < N - 1; i++) {
const float x1 = -D + dx * i;
const float x2 = x1 + dx;
const F3 v1 = F3(x2, y1, D + t[i + 1][j]);
const F3 v2 = F3(x2, y2, D + t[i + 1][j + 1]);
const F3 v3 = F3(x1, y2, D + t[i][j + 1]);
const F3 v4 = F3(x1, y1, D + t[i][j]);
vs.addQuad(v1, v2, v3, v4); // visible from above
}
}
// side walls
for (int j = 0; j < M - 1; j++) {
const float y1 = -D + dy * j;
const float y2 = y1 + dy;
{
const F3 v1 = F3(-D, y1, -D + b[0][j]);
const F3 v2 = F3(-D, y1, +D + t[0][j]);
const F3 v3 = F3(-D, y2, +D + t[0][j + 1]);
const F3 v4 = F3(-D, y2, -D + b[0][j + 1]);
vs.addQuad(v1, v2, v3, v4);
}
{
const F3 v1 = F3(D, y2, -D + b[N - 1][j + 1]);
const F3 v2 = F3(D, y2, +D + t[N - 1][j + 1]);
const F3 v3 = F3(D, y1, +D + t[N - 1][j]);
const F3 v4 = F3(D, y1, -D + b[N - 1][j]);
vs.addQuad(v1, v2, v3, v4);
}
}
for (int i = 0; i < N - 1; i++) {
const float x1 = -D + dx * i;
const float x2 = x1 + dx;
{
const F3 v1 = F3(x2, -D, -D + b[i + 1][0]);
const F3 v2 = F3(x2, -D, +D + t[i + 1][0]);
const F3 v3 = F3(x1, -D, +D + t[i][0]);
const F3 v4 = F3(x1, -D, -D + b[i][0]);
vs.addQuad(v1, v2, v3, v4);
}
{
const F3 v1 = F3(x1, D, -D + b[i][M - 1]);
const F3 v2 = F3(x1, D, +D + t[i][M - 1]);
const F3 v3 = F3(x2, D, +D + t[i + 1][M - 1]);
const F3 v4 = F3(x2, D, -D + b[i + 1][M - 1]);
vs.addQuad(v1, v2, v3, v4);
}
}
ASSERT(num_vertices == vs.count());
if (drawBottom) {
// bottom plane only if there is no underlying layer
if (!bottomR)
vs.addQuad({+D, -D, -D}, {-D, -D, -D}, {-D, +D, -D},
{+D, +D, -D}); // visible from below
else
// bottom surface
for (int j = 0; j < M - 1; j++) {
const float y1 = -D + dy * j;
const float y2 = y1 + dy;
for (int i = 0; i < N - 1; i++) {
const float x1 = -D + dx * i;
const float x2 = x1 + dx;
const F3 v1 = F3(x2, y1, -D + b[i + 1][j]);
const F3 v2 = F3(x2, y2, -D + b[i + 1][j + 1]);
const F3 v3 = F3(x1, y2, -D + b[i][j + 1]);
const F3 v4 = F3(x1, y1, -D + b[i][j]);
vs.addQuad(v1, v2, v3, v4); // visible from above
vs.addQuad(v4, v3, v2, v1); // visible from below
}
}
}
return makeMesh(vs);
}
} // namespace Img3D
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