File: MarchingCube.hpp

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/*************************************************************************
*  Copyright (C) 2004 by Olivier Galizzi                                 *
*  olivier.galizzi@imag.fr                                               *
*                                                                        *
*  This program is free software; it is licensed under the terms of the  *
*  GNU General Public License v2 or later. See file LICENSE for details. *
*************************************************************************/

#pragma once

#include <lib/base/Math.hpp>
#include <string>
#include <vector>

namespace yade { // Cannot have #include directive inside.


class MarchingCube {
	/// ATTRIBUTES

private:
	vector<Vector3r> triangles;

public:
	const vector<Vector3r>& getTriangles() const { return triangles; }

private:
	vector<Vector3r> normals;

public:
	const vector<Vector3r>& getNormals() const { return normals; }

private:
	int nbTriangles;

public:
	int getNbTriangles() const { return nbTriangles; }

private:
	int sizeX, sizeY, sizeZ;

private:
	Real isoValue;

private:
	vector<vector<vector<Vector3r>>> positions;

private:
	static const int edgeArray[256];

private:
	static const int triTable[256][16];
	Vector3r         aNormal;

	/// PRIVATE METHOD

	/** triangulate cell (x,y,z) **/
private:
	void polygonize(const vector<vector<vector<Real>>>& scalarField, int x, int y, int z);

	/** compute normals of the triangles previously found with polygonizecalcule les normales des triangles trouver dans la case (x,y,z)
		@param n : indice of the first triangle to process
	**/
private:
	void computeNormal(const vector<vector<vector<Real>>>& scalarField, int x, int y, int z, int offset, int triangleNum);

	/** interpolate coordinates of point vect (that is on isosurface) from coordinates of points vect1 et vect2 **/
private:
	void interpolate(const Vector3r& vect1, const Vector3r& vect2, Real val1, Real val2, Vector3r& vect);

	/** Same as interpolate but in 1D **/
private:
	Real interpolateValue(Real val1, Real val2, Real val_cible1, Real val_cible2);

	/** Compute normal to vertice or triangle inside cell (x,y,z) **/
private:
	const Vector3r& computeNormalX(const vector<vector<vector<Real>>>& scalarField, int x, int y, int z);

private:
	const Vector3r& computeNormalY(const vector<vector<vector<Real>>>& scalarField, int x, int y, int z);

private:
	const Vector3r& computeNormalZ(const vector<vector<vector<Real>>>& scalarField, int x, int y, int z);

	/// CONSTRUCTOR/DESTRUCTOR

public:
	MarchingCube();

public:
	~MarchingCube();

	/// PULIC METHODS

public:
	void computeTriangulation(const vector<vector<vector<Real>>>& scalarField, Real iso);

public:
	void init(int sx, int sy, int sz, const Vector3r& min, const Vector3r& max);

public:
	void resizeScalarField(vector<vector<vector<Real>>>& scalarField, int sx, int sy, int sz);
};

}; // namespace yade