add vcglib
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/****************************************************************************
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* VCGLib o o *
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* Visual and Computer Graphics Library o o *
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* _ O _ *
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* Copyright(C) 2004-2016 \/)\/ *
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* Visual Computing Lab /\/| *
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* ISTI - Italian National Research Council | *
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* \ *
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* All rights reserved. *
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* *
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* This program is free software; you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation; either version 2 of the License, or *
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* (at your option) any later version. *
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* *
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* This program is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU General Public License (http://www.gnu.org/licenses/gpl.txt) *
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* for more details. *
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* *
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****************************************************************************/
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/****************************************************************************
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History
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$Log: gen_normal.h,v $
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****************************************************************************/
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#ifndef __VCG_GEN_NORMAL
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#define __VCG_GEN_NORMAL
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namespace vcg {
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template <class ScalarType>
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class GenNormal
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{
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public:
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typedef Point3<ScalarType> Point3x;
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static void Random(int vn, std::vector<Point3<ScalarType > > &NN)
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{
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NN.clear();
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while(NN.size()<vn)
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{
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Point3x pp(((float)rand())/RAND_MAX,
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((float)rand())/RAND_MAX,
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((float)rand())/RAND_MAX);
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pp=pp*2.0-Point3x(1,1,1);
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if(pp.SquaredNorm()<1)
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{
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Normalize(pp);
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NN.push_back(pp);
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}
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}
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}
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static Point3x FibonacciPt(int i, int n)
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{
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const ScalarType Phi = ScalarType(std::sqrt(ScalarType(5))*0.5 + 0.5);
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const ScalarType phi = 2.0*M_PI* (i/Phi - floor(i/Phi));
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ScalarType cosTheta = 1.0 - (2*i + 1.0)/ScalarType(n);
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ScalarType sinTheta = 1 - cosTheta*cosTheta;
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sinTheta = std::sqrt(std::min(ScalarType(1),std::max(ScalarType(0),sinTheta)));
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return Point3x(
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cos(phi)*sinTheta,
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sin(phi)*sinTheta,
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cosTheta);
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}
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// Implementation of the Spherical Fibonacci Point Sets
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// according to the description of
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// Spherical Fibonacci Mapping
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// Benjamin Keinert, Matthias Innmann, Michael Sanger, Marc Stamminger
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// TOG 2015
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static void Fibonacci(int n, std::vector<Point3x > &NN)
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{
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NN.resize(n);
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for(int i=0;i<n;++i)
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NN[i]=FibonacciPt(i,n);
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}
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static void UniformCone(int vn, std::vector<Point3<ScalarType > > &NN, ScalarType AngleRad, Point3x dir=Point3x(0,1,0))
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{
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assert(AngleRad>0 && AngleRad<M_PI);
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std::vector<Point3<ScalarType > > NNT;
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NN.clear();
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// To compute the number of points we need to know the area of
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// the spherical cap and then use the ratio with the total surface of the sphere
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ScalarType Height= 1.0 - cos(AngleRad); // height is measured from top...
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ScalarType CapArea = 2.0*M_PI*Height; // Surface is the one of the tangent cylinder
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ScalarType Ratio = CapArea / (4.0*M_PI);
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// printf("----------AngleRad %f Angledeg %f ratio %f vn %i vn2 %i \n",AngleRad,math::ToDeg(AngleRad),Ratio,vn,int(vn/Ratio));
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Fibonacci(vn/Ratio,NNT);
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// printf("asked %i got %i (expecting %i instead of %i)\n", int(vn/Ratio), int(NNT.size()), int(NNT.size()*Ratio), vn);
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ScalarType cosAngle = cos(AngleRad);
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for(auto ni : NNT)
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{
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if(dir.dot(ni) >= cosAngle) NN.push_back(ni);
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}
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}
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// This is an Implementation of the Dave Rusin’s Disco Ball algorithm
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// You can spread the points as follows:
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// Put N+1 points on the meridian from north to south poles, equally spaced.
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// If you swing this meridian around the sphere, you'll sweep out the entire
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// surface; in the process, each of the points will sweep out a circle. You
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// can show that the ith point will sweep out a circle of radius sin(pi i/N).
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// If you space points equally far apart on this circle, keeping the
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// displacement roughly the same as on that original meridian, you'll be
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// able to fit about 2N sin(pi i/N) points here. This process will put points
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// pretty evenly spaced on the sphere; the number of such points is about
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// 2+ 2N*Sum(i=1 to N-1) sin(pi i/N).
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// The closed form of this summation
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// 2.0 - ( (2.0*N * sin (M_PI/N))/(cos(M_PI/N) - 1.0));
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static void DiscoBall(int vn, std::vector<Point3<ScalarType > > &NN)
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{
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// Guess the right N
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ScalarType N=0;
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for(N=1;N<vn;++N)
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{
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ScalarType expectedPoints = 2.0 - ( (2.0*N * sin (M_PI/N))/(cos(M_PI/N) - 1.0));
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if(expectedPoints >= vn) break;
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}
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ScalarType VerticalAngle = M_PI / N;
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NN.push_back(Point3<ScalarType>(0,0,1.0));
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for (int i =1; i<N; ++i)
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{
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// Z is the north/south axis
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ScalarType HorizRadius = sin(i*VerticalAngle);
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ScalarType CircleLength = 2.0 * M_PI * HorizRadius;
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ScalarType Z = cos(i*VerticalAngle);
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ScalarType PointNumPerCircle = floor( CircleLength / VerticalAngle);
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ScalarType HorizontalAngle = 2.0*M_PI/PointNumPerCircle;
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for(ScalarType j=0;j<PointNumPerCircle;++j)
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{
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ScalarType X = cos(j*HorizontalAngle)*HorizRadius;
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ScalarType Y = sin(j*HorizontalAngle)*HorizRadius;
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NN.push_back(Point3<ScalarType>(X,Y,Z));
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}
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}
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NN.push_back(Point3<ScalarType>(0,0,-1.0));
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}
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static void RecursiveOctahedron(int vn, std::vector<Point3<ScalarType > > &NN)
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{
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OctaLevel pp;
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int ll=10;
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while(pow(4.0f,ll)+2>vn) ll--;
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pp.Init(ll);
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sort(pp.v.begin(),pp.v.end());
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int newsize = unique(pp.v.begin(),pp.v.end())-pp.v.begin();
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pp.v.resize(newsize);
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NN=pp.v;
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//Perturb(NN);
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}
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static void Perturb(std::vector<Point3<ScalarType > > &NN)
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{
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float width=0.2f/sqrt(float(NN.size()));
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typename std::vector<Point3<ScalarType> >::iterator vi;
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for(vi=NN.begin(); vi!=NN.end();++vi)
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{
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Point3x pp(((float)rand())/RAND_MAX,
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((float)rand())/RAND_MAX,
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((float)rand())/RAND_MAX);
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pp=pp*2.0-Point3x(1,1,1);
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pp*=width;
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(*vi)+=pp;
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(*vi).Normalize();
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}
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}
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/*
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Trova la normale piu vicina a quella data.
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Assume che tutte normale in ingresso sia normalizzata;
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*/
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static int BestMatchingNormal(const Point3x &n, std::vector<Point3x> &nv)
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{
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int ret=-1;
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ScalarType bestang=-1;
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ScalarType cosang;
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typename std::vector<Point3x>::iterator ni;
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for(ni=nv.begin();ni!=nv.end();++ni)
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{
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cosang=(*ni).dot(n);
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if(cosang>bestang) {
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bestang=cosang;
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ret=ni-nv.begin();
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}
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}
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assert(ret>=0 && ret <int(nv.size()));
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return ret;
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}
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private :
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class OctaLevel
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{
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public:
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std::vector<Point3x> v;
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int level;
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int sz;
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int sz2;
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Point3x &Val(int i, int j) {
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assert(i>=-sz2 && i<=sz2);
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assert(j>=-sz2 && j<=sz2);
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return v[i+sz2 +(j+sz2)*sz];
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}
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/*
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* Only the first quadrant is generated and replicated onto the other ones.
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*
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* o lev == 1
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* | \ sz2 = 2^lev = 2
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* o - o sz = 5 (eg. all the points lie in a 5x5 squre)
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* | \ | \
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* o - o - o
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*
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* |
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* V
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*
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* o
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* | \ lev == 1
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* o - o sz2 = 4
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* | \ | \ sz = 9 (eg. all the points lie in a 9x9 squre)
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* o - o - o
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* | \ | \ | \
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* o - o - o - o
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* | \ | \ | \ | \
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* o - o - o - o - o
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*
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*
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*/
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void Init(int lev)
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{
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sz2=pow(2.0f,lev);
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sz=sz2*2+1;
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v.resize(sz*sz,Point3x(0,0,0));
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if(lev==0)
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{
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Val( 0,0)=Point3x( 0, 0, 1);
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Val( 1,0)=Point3x( 1, 0, 0);
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Val( 0,1)=Point3x( 0, 1, 0);
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}
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else
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{
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OctaLevel tmp;
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tmp.Init(lev-1);
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int i,j;
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for(i=0;i<=sz2;++i)
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for(j=0;j<=(sz2-i);++j)
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{
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if((i%2)==0 && (j%2)==0)
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Val(i,j)=tmp.Val(i/2,j/2);
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if((i%2)!=0 && (j%2)==0)
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Val(i,j)=(tmp.Val((i-1)/2,j/2)+tmp.Val((i+1)/2,j/2))/2.0;
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if((i%2)==0 && (j%2)!=0)
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Val(i,j)=(tmp.Val(i/2,(j-1)/2)+tmp.Val(i/2,(j+1)/2))/2.0;
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if((i%2)!=0 && (j%2)!=0)
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Val(i,j)=(tmp.Val((i-1)/2,(j+1)/2)+tmp.Val((i+1)/2,(j-1)/2))/2.0;
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Val( sz2-j, sz2-i)[0] = Val(i,j)[0]; Val( sz2-j, sz2-i)[1] = Val(i,j)[1]; Val( sz2-j, sz2-i)[2] = -Val(i,j)[2];
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Val(-sz2+j, sz2-i)[0] =-Val(i,j)[0]; Val(-sz2+j, sz2-i)[1] = Val(i,j)[1]; Val(-sz2+j, sz2-i)[2] = -Val(i,j)[2];
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Val( sz2-j,-sz2+i)[0] = Val(i,j)[0]; Val( sz2-j,-sz2+i)[1] =-Val(i,j)[1]; Val( sz2-j,-sz2+i)[2] = -Val(i,j)[2];
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Val(-sz2+j,-sz2+i)[0] =-Val(i,j)[0]; Val(-sz2+j,-sz2+i)[1] =-Val(i,j)[1]; Val(-sz2+j,-sz2+i)[2] = -Val(i,j)[2];
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Val(-i,-j)[0] = -Val(i,j)[0]; Val(-i,-j)[1] = -Val(i,j)[1]; Val(-i,-j)[2] = Val(i,j)[2];
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Val( i,-j)[0] = Val(i,j)[0]; Val( i,-j)[1] = -Val(i,j)[1]; Val( i,-j)[2] = Val(i,j)[2];
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Val(-i, j)[0] = -Val(i,j)[0]; Val(-i, j)[1] = Val(i,j)[1]; Val(-i, j)[2] = Val(i,j)[2];
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}
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typename std::vector<Point3<ScalarType> >::iterator vi;
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for(vi=v.begin(); vi!=v.end();++vi)
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(*vi).Normalize();
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}
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}
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};
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};
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}
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#endif
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