Esempio n. 1
0
void RayModel::computeBoundingTree(int maxDepth)
{
    CubeModel* cubeModel = createPrevious<CubeModel>();

    if (!isMoving() && !cubeModel->empty()) return; // No need to recompute BBox if immobile

    Vector3 minElem, maxElem;

    cubeModel->resize(size);
    if (!empty())
    {
        for (int i=0; i<size; i++)
        {
            Ray r(this, i);
            const Vector3& o = r.origin();
            const Vector3& d = r.direction();
            const SReal l = r.l();
            for (int c=0; c<3; c++)
            {
                if (d[c]<0)
                {
                    minElem[c] = o[c] + d[c]*l;
                    maxElem[c] = o[c];
                }
                else
                {
                    minElem[c] = o[c];
                    maxElem[c] = o[c] + d[c]*l;
                }
            }
            cubeModel->setParentOf(i, minElem, maxElem);
        }
        cubeModel->computeBoundingTree(maxDepth);
    }

}
Esempio n. 2
0
void TriangleOctreeModel::computeBoundingTree(int maxDepth)
{
    const helper::vector<topology::Triangle>& tri = *triangles;
    if(octreeRoot)
    {
        delete octreeRoot;
        octreeRoot=NULL;
    }

    CubeModel* cubeModel = createPrevious<CubeModel>();
    updateFromTopology();

    if (!isMoving() && !cubeModel->empty()) return; // No need to recompute BBox if immobile
    int size2=mstate->getSize();
    pNorms.resize(size2);
    for(int i=0; i<size2; i++)
    {
        pNorms[i]=defaulttype::Vector3(0,0,0);
    }
    defaulttype::Vector3 minElem, maxElem;
    maxElem[0]=minElem[0]=mstate->read(core::ConstVecCoordId::position())->getValue()[0][0];
    maxElem[1]=minElem[1]=mstate->read(core::ConstVecCoordId::position())->getValue()[0][1];
    maxElem[2]=minElem[2]=mstate->read(core::ConstVecCoordId::position())->getValue()[0][2];

    cubeModel->resize(1);  // size = number of triangles
    for (int i=1; i<size; i++)
    {
        Triangle t(this,i);
        pNorms[tri[i][0]]+=t.n();
        pNorms[tri[i][1]]+=t.n();
        pNorms[tri[i][2]]+=t.n();
        const defaulttype::Vector3* pt[3];
        pt[0] = &t.p1();
        pt[1] = &t.p2();
        pt[2] = &t.p3();
        t.n() = cross(*pt[1]-*pt[0],*pt[2]-*pt[0]);
        t.n().normalize();

        for (int p=0; p<3; p++)
        {


            for(int c=0; c<3; c++)
            {
                if ((*pt[p])[c] > maxElem[c]) maxElem[c] = (*pt[p])[c];
                if ((*pt[p])[c] < minElem[c]) minElem[c] = (*pt[p])[c];

            }
        }

    }

    cubeModel->setParentOf(0, minElem, maxElem); // define the bounding box of the current triangle
    cubeModel->computeBoundingTree(maxDepth);
    for(int i=0; i<size2; i++)
    {
        pNorms[i].normalize();
    }
#if 0
    if(!pTri.size())
    {
        /*creates the list of triangles that are associated to a point*/
        pTri.resize(size2);
        for(int i=0; i<size; i++)
        {
            pTri[tri[i][0]].push_back(i);

            pTri[tri[i][1]].push_back(i);
            pTri[tri[i][2]].push_back(i);
        }
    }
#endif

}
Esempio n. 3
0
void TetrahedronModel::computeBoundingTree(int maxDepth)
{
    CubeModel* cubeModel = createPrevious<CubeModel>();
    if (!mstate || !_topology) return;
    if (!isMoving() && !cubeModel->empty()) return; // No need to recompute BBox if immobile

    Vector3 minElem, maxElem;
    const VecCoord& x = this->mstate->read(core::ConstVecCoordId::position())->getValue();

    for (int i=0; i<size; i++)
    {
        Tetrahedron t(this,i);
        const Vector3& pt1 = x[t.p1Index()];
        const Vector3& pt2 = x[t.p2Index()];
        const Vector3& pt3 = x[t.p3Index()];
        const Vector3& pt4 = x[t.p4Index()];
        Matrix3 m, minv;
        m[0] = pt2-pt1;
        m[1] = pt3-pt1;
        m[2] = pt4-pt1;
        m.transpose();
        minv.invert(m);
        elems[i].coord0 = pt1;
        elems[i].bary2coord = m;
        elems[i].coord2bary = minv;
    }

    if (maxDepth == 0)
    {
        // no hierarchy
        if (empty())
            cubeModel->resize(0);
        else
        {
            cubeModel->resize(1);
            minElem = x[0];
            maxElem = x[0];
            for (unsigned i=1; i<x.size(); i++)
            {
                const Vector3& pt1 = x[i];
                if (pt1[0] > maxElem[0]) maxElem[0] = pt1[0];
                else if (pt1[0] < minElem[0]) minElem[0] = pt1[0];
                if (pt1[1] > maxElem[1]) maxElem[1] = pt1[1];
                else if (pt1[1] < minElem[1]) minElem[1] = pt1[1];
                if (pt1[2] > maxElem[2]) maxElem[2] = pt1[2];
                else if (pt1[2] < minElem[2]) minElem[2] = pt1[2];
            }
            cubeModel->setLeafCube(0, std::make_pair(this->begin(),this->end()), minElem, maxElem); // define the bounding box of the current Tetrahedron
        }
    }
    else
    {
        cubeModel->resize(size);  // size = number of Tetrahedrons
        if (!empty())
        {
            for (int i=0; i<size; i++)
            {
                Tetrahedron t(this,i);
                const Vector3& pt1 = x[t.p1Index()];
                const Vector3& pt2 = x[t.p2Index()];
                const Vector3& pt3 = x[t.p3Index()];
                const Vector3& pt4 = x[t.p4Index()];
                for (int c = 0; c < 3; c++)
                {
                    minElem[c] = pt1[c];
                    maxElem[c] = pt1[c];
                    if (pt2[c] > maxElem[c]) maxElem[c] = pt2[c];
                    else if (pt2[c] < minElem[c]) minElem[c] = pt2[c];
                    if (pt3[c] > maxElem[c]) maxElem[c] = pt3[c];
                    else if (pt3[c] < minElem[c]) minElem[c] = pt3[c];
                    if (pt4[c] > maxElem[c]) maxElem[c] = pt4[c];
                    else if (pt4[c] < minElem[c]) minElem[c] = pt4[c];
                }
                cubeModel->setParentOf(i, minElem, maxElem); // define the bounding box of the current Tetrahedron
            }
            cubeModel->computeBoundingTree(maxDepth);
        }
    }
}