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#include <iostream>
#include <fstream>
#include <map>
#include "TriangleMesh.h"
//'multiple' should be ideally 10^desired_decimal_accuracy
int inline RoundTo(const float val, const float multiple=1000.f)
{
return ( int(floorf(val*multiple)) );
}
//puts v1 into Pos, with mPos being a helper structure preventing having
//v1 multiple times inside the Pos
long unsigned int Enlist(
const Vector3FC& v1,
std::vector<Vector3FC>& Pos,
std::map< int,std::map< int,std::map< int,long unsigned int > > >& mPos)
{
long unsigned int o1; //ret val
std::map< int,std::map< int,long unsigned int > >& mY=mPos[RoundTo(v1.x)];
if (mY.empty())
{
Pos.push_back(v1);
o1=Pos.size();
//add reference to this vertex in the mPos structure
std::map< int,long unsigned int > mZ;
mZ[RoundTo(v1.z)]=o1;
std::map< int,std::map< int,long unsigned int > > my;
my[RoundTo(v1.y)]=mZ;
mPos[RoundTo(v1.x)]=my;
}
else
{
std::map< int,long unsigned int >& mZ=mY[RoundTo(v1.y)];
if (mZ.empty())
{
Pos.push_back(v1);
o1=Pos.size();
//add reference to this vertex in the mPos structure
std::map< int,long unsigned int > mZ;
mZ[RoundTo(v1.z)]=o1;
mY[RoundTo(v1.y)]=mZ;
}
else
{
if (mZ[RoundTo(v1.z)] == 0)
{
Pos.push_back(v1);
o1=Pos.size();
//add reference to this vertex in the mPos structure
mZ[RoundTo(v1.z)]=o1;
}
else
{
o1=mZ[RoundTo(v1.z)];
}
}
}
return o1;
}
int ActiveMesh::ImportSTL(const char *filename)
{
Pos.clear();
ID.clear();
norm.clear();
//a helper map to (efficiently) search for already stored vertices inside Pos
std::map< int,std::map< int,std::map< int,long unsigned int > > > mPos;
// x y z offset+1 in Pos
//try to open the file
std::ifstream file(filename);
if (!file.is_open()) return 1;
//read the "header" line
char tmp[1024];
file >> tmp; //dangerous...
//check tmp for "solid" or complain
if (tmp[0] != 's'
|| tmp[1] != 'o'
|| tmp[2] != 'l'
|| tmp[3] != 'i'
|| tmp[4] != 'd') { file.close(); return(2); }
//read (and skip) the rest of the header line
file.ignore(10240,'\n');
//read facet by facet
while (file >> tmp)
{
//check tmp for "facet" or "endsolid" or complain
if (tmp[0] != 'f'
|| tmp[1] != 'a'
|| tmp[2] != 'c'
|| tmp[3] != 'e'
|| tmp[4] != 't')
{
//no new face starting, end of file then?
if (tmp[0] != 'e'
|| tmp[1] != 'n'
|| tmp[2] != 'd'
|| tmp[3] != 's'
|| tmp[4] != 'o') { file.close(); return(3); }
else break;
}
//read normal
file >> tmp; //"normal" keyword
float x,y,z;
file >> x >> y >> z;
Vector3F normal(x,y,z);
//read triangle vertices
file >> tmp;
//check tmp for "outer" or complain
if (tmp[0] != 'o'
|| tmp[1] != 'u'
|| tmp[2] != 't'
|| tmp[3] != 'e'
|| tmp[4] != 'r') { file.close(); return(4); }
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file >> tmp; //"loop" keyword
file >> tmp; //"vertex" keyword
file >> x >> y >> z;
Vector3FC v1(x,y,z);
file >> tmp;
file >> x >> y >> z;
Vector3FC v2(x,y,z);
file >> tmp;
file >> x >> y >> z;
Vector3FC v3(x,y,z);
file >> tmp; //"endloop" keyword
file >> tmp; //"endfacet" keyword
//add this triangle to the ActiveMesh data structures
//we need to:
// scale, round and use this for comparison against already
// discovered vertices to avoid for having the same vertex saved twice
long unsigned int o1,o2,o3;
o1=Enlist(v1,Pos,mPos);
o2=Enlist(v2,Pos,mPos);
o3=Enlist(v3,Pos,mPos);
//
// three offsets to the Pos array should be output
// add them to the ID array
ID.push_back(o1-1);
ID.push_back(o2-1);
ID.push_back(o3-1);
// add normal to the norm array
norm.push_back(normal);
/*
std::cout << "v1: " << v1.x << "," << v1.y << "," << v1.z << " -- o1=" << o1 << "\n";
std::cout << "v2: " << v2.x << "," << v2.y << "," << v2.z << " -- o2=" << o2 << "\n";
std::cout << "v3: " << v3.x << "," << v3.y << "," << v3.z << " -- o3=" << o3 << "\n";
std::cout << "normal: " << normal.x << "," << normal.y << "," << normal.z << "\n\n";
*/
}
file.close();
return(0);
}
int ActiveMesh::ImportVTK(const char *filename)
{
Pos.clear();
ID.clear();
norm.clear();
//try to open the file
std::ifstream file(filename);
if (!file.is_open()) return 1;
file.close();
return(0);
}
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void ActiveMesh::RenderMask(i3d::Image3d<i3d::GRAY16>& mask)
{
//time savers: resolution
const float xRes=mask.GetResolution().GetX();
const float yRes=mask.GetResolution().GetY();
const float zRes=mask.GetResolution().GetZ();
//time savers: offset
const float xOff=mask.GetOffset().x;
const float yOff=mask.GetOffset().y;
const float zOff=mask.GetOffset().z;
//over all triangles
for (unsigned int i=0; i < ID.size()/3; ++i)
//for (unsigned int i=0; i < 15; ++i)
{
const Vector3F& v1=Pos[ID[3*i+0]];
const Vector3F& v2=Pos[ID[3*i+1]];
const Vector3F& v3=Pos[ID[3*i+2]];
//sweeping (and rendering) the triangle
for (float c=0.f; c <= 1.0f; c += 0.1f)
for (float b=0.f; b <= (1.0f-c); b += 0.1f)
{
float a=1.0f -b -c;
Vector3F v=a*v1;
v+=b*v2;
v+=c*v3;
//std::cout << "ID #" << i << ": v=(" << v.x << "," << v.y << "," << v.z << ")\n";
//nearest neighbor pixel coordinate
const int x=(int)roundf( (v.x-xOff) *xRes);
const int y=(int)roundf( (v.y-yOff) *yRes);
const int z=(int)roundf( (v.z-zOff) *zRes);
if (mask.Include(x,y,z)) mask.SetVoxel(x,y,z,i);
}
}
}
void ActiveMesh::RenderMaskB(i3d::Image3d<i3d::GRAY16>& mask)
{
//time savers: resolution
const float xRes=mask.GetResolution().GetX();
const float yRes=mask.GetResolution().GetY();
const float zRes=mask.GetResolution().GetZ();
//time savers: offset
const float xOff=mask.GetOffset().x;
const float yOff=mask.GetOffset().y;
const float zOff=mask.GetOffset().z;
//over all triangles
//for (unsigned int i=0; i < ID.size()/3; ++i)
for (unsigned int i=0; i < 15; ++i)
{
const Vector3F& v1=Pos[ID[3*i+0]];
const Vector3F& v2=Pos[ID[3*i+1]];
const Vector3F& v3=Pos[ID[3*i+2]];
//Vector3F e12=v2-v1; //ID=0
//Vector3F e13=v3-v1; //ID=1
//Vector3F e23=v3-v2; //ID=2
Vector3F edges[3]={v2-v1,v3-v1,v3-v2};
short order[3]={0,1,2};
if (edges[1].LenQ() < edges[0].LenQ()) { order[0]=1; order[1]=0; }
if (edges[2].LenQ() < edges[order[1]].LenQ())
{
order[2]=order[1];
order[1]=2;
if (edges[2].LenQ() < edges[order[0]].LenQ())
{
order[1]=order[0];
order[0]=2;
}
}
//point within a triangle will of the form: vv + b*vb + c*vc
//vb is the shortest edge, vc is the longest edge
//vv is their common vertex
//vb,vc are oriented outward from this vertex
Vector3F vv,vb,vc;
if (order[0]==0 && order[2]==1)
{
//order[0] "points" at shortest edge
vv=v1;
vb=edges[0];
vc=edges[1];
}
else
if (order[0]==0 && order[2]==2)
{
vv=v2;
vb=-edges[0];
vc=edges[2];
}
else
if (order[0]==1 && order[2]==0)
{
vv=v1;
vb=edges[1];
vc=edges[0];
}
else
if (order[0]==1 && order[2]==2)
{
vv=v3;
vb=-edges[1];
vc=-edges[2];
}
else
if (order[0]==2 && order[2]==0)
{
vv=v2;
vb=edges[2];
vc=-edges[0];
}
else
if (order[0]==2 && order[2]==1)
{
vv=v3;
vb=-edges[2];
vc=-edges[1];
}
//optimal increment for the short and long edge, respectively
float db=(vb.x*xRes > vb.y*yRes)? vb.x*xRes : vb.y*yRes;
db=(vb.z*zRes > db)? vb.z*zRes : db;
db=1.f/db;
float dc=(vc.x*xRes > vc.y*yRes)? vc.x*xRes : vc.y*yRes;
dc=(vc.z*zRes > dc)? vc.z*zRes : dc;
dc=1.f/dc;
std::cout << "\nID #" << i << ": v1=(" << v1.x << "," << v1.y << "," << v1.z << ")\n";
std::cout << "ID #" << i << ": v2=(" << v2.x << "," << v2.y << "," << v2.z << ")\n";
std::cout << "ID #" << i << ": v3=(" << v3.x << "," << v3.y << "," << v3.z << ")\n";
//sweeping (and rendering) the triangle
for (float c=0.f; c <= 1.0f; c += dc)
for (float b=0.f; b <= (1.0f-c); b += db)
{
Vector3F v=vv;
v+=b*vb;
v+=c*vc;
std::cout << "ID #" << i << ": v=(" << v.x << "," << v.y << "," << v.z << ")\n";
//nearest neighbor pixel coordinate
const int x=(int)roundf( (v.x-xOff) *xRes);
const int y=(int)roundf( (v.y-yOff) *yRes);
const int z=(int)roundf( (v.z-zOff) *zRes);
if (mask.Include(x,y,z)) mask.SetVoxel(x,y,z,i);
}
}
}
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void ActiveMesh::CenterMesh(const Vector3F& newCentre)
{
//calc geom. centre
double x=0.,y=0.,z=0.;
for (unsigned int i=0; i < Pos.size(); ++i)
{
x+=Pos[i].x;
y+=Pos[i].y;
z+=Pos[i].z;
}
x/=double(Pos.size());
y/=double(Pos.size());
z/=double(Pos.size());
x-=newCentre.x;
y-=newCentre.y;
z-=newCentre.z;
//shift the centre to point (0,0,0)
for (unsigned int i=0; i < Pos.size(); ++i)
{
Pos[i].x-=float(x);
Pos[i].y-=float(y);
Pos[i].z-=float(z);
}
}
void ActiveMesh::ScaleMesh(const Vector3F& scale)
{
for (unsigned int i=0; i < Pos.size(); ++i)
{
Pos[i].x*=scale.x;
Pos[i].y*=scale.y;
Pos[i].z*=scale.z;
}
}