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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#ifndef __VCGLIB_UGRID_OBJ
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#define __VCGLIB_UGRID_OBJ
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#include <stdio.h>
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#include <vcg/space/box3.h>
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#include <vcg/space/line3.h>
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#include <vcg/space/index/grid_util.h>
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namespace vcg {
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/** Static Uniform Grid
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A simple Spatial grid of object.
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Kept in the most trivial way. Every cell is allocated
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and contains one istance of the template class.
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*/
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template < class ObjType, class FLT=float >
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class GridStaticObj : public BasicGrid<FLT>
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{
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public:
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/// La matriciona della griglia
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ObjType *grid;
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int size() const { return this->siz[0]*this->siz[1]*this->siz[2];}
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inline GridStaticObj() { grid = 0; }
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inline ~GridStaticObj() { if(grid) delete[] grid; }
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inline void Init(const ObjType &val)
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{
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fill(grid,grid+size(),val);
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}
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/// Date le coordinate ritorna la cella
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inline ObjType & Grid( const int x, const int y, const int z ) {return grid[GridIndI(Point3i(x,y,z))]; }
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// Dato un punto ritorna la cella
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inline ObjType & Grid( const Point3<FLT> & p ) { return grid[GridIndF(p)]; }
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inline int GridIndI( const Point3i & pi ) const
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{
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#ifndef NDEBUG
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if ( pi[0]<0 || pi[0]>=this->siz[0] || pi[1]<0 || pi[1]>=this->siz[1] || pi[2]<0 || pi[2]>=this->siz[2] )
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{ assert(0);
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return 0;
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}
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#endif
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return pi[0]+this->siz[0]*(pi[1]+this->siz[1]*pi[2]);
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}
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// Dato un punto ritorna l'indice della cella
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inline int GridIndF( const Point3<FLT> & p ) const { return GridIndI(this->GridP(p)); }
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void Create( const Point3i &_siz, const ObjType & init )
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{
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this->siz=_siz;
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this->voxel[0] = this->dim[0]/this->siz[0];
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this->voxel[1] = this->dim[1]/this->siz[1];
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this->voxel[2] = this->dim[2]/this->siz[2];
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if(grid) delete[] grid;
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int n = this->siz[0]*this->siz[1]*this->siz[2];
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grid = new ObjType[n];
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std::fill(grid,grid+n,init);
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}
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/// Crea una griglia di un dato bbox e con un certo numero di elem.
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/// il bbox viene gonfiato appositamente.
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template<class FLT2>
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void Create(const Box3<FLT2> & b, int ncell, const ObjType & init, bool Inflate = true )
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{
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this->bbox.Import(b);
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if(Inflate) this->bbox.Offset(0.01*this->bbox.Diag());
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this->dim = this->bbox.max - this->bbox.min;
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// Calcola la dimensione della griglia
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Point3i _siz;
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BestDim( ncell, this->dim, _siz );
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Create(_siz, init );
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}
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};
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//end class SGrid
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}
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#endif
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