#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); } 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); } 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); } } } 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; } }