/usr/include/libwildmagic/Wm5ExtractSurfaceCubes.h is in libwildmagic-dev 5.13-1+b2.
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// Copyright (c) 1998-2014
// Distributed under the Boost Software License, Version 1.0.
// http://www.boost.org/LICENSE_1_0.txt
// http://www.geometrictools.com/License/Boost/LICENSE_1_0.txt
//
// File Version: 5.0.1 (2010/10/01)
#ifndef WM5EXTRACTSURFACECUBES_H
#define WM5EXTRACTSURFACECUBES_H
#include "Wm5ImagicsLIB.h"
#include "Wm5Vector3.h"
#include "Wm5TriangleKey.h"
namespace Wm5
{
class WM5_IMAGICS_ITEM ExtractSurfaceCubes
{
public:
// The input is a 3D image with lexicographically ordered voxels in
// (x,y,z) stored in a linear array. Voxel (x,y,z) is stored in the
// array at location x+xbound*(y+ybound*z). The caller is responsible
// for deleting data if it was dynamically allocated.
ExtractSurfaceCubes (int xBound, int yBound, int zBound, int* data);
// The level value *must* not be exactly an integer. This simplifies the
// level surface construction immensely.
void ExtractContour (float level, std::vector<Vector3f>& vertices,
std::vector<TriangleKey>& triangles);
// The extraction has duplicate vertices on edges shared by voxels. This
// function will eliminate the duplication.
void MakeUnique (std::vector<Vector3f>& vertices,
std::vector<TriangleKey>& triangles);
// The extraction does not use any topological information about the level
// surface. The triangles can be a mixture of clockwise-ordered and
// counterclockwise-ordered. This function is an attempt to give the
// triangles a consistent ordering by selecting a normal in approximately
// the same direction as the average gradient at the vertices (when
// sameDir is true), or in the opposite direction (when sameDir is
// false). This might not always produce a consistent order, but is
// fast. A consistent order can be computed if you build a table of
// vertex, edge, and face adjacencies, but the resulting data structure
// is very expensive to process to reorient triangles.
void OrientTriangles (std::vector<Vector3f>& vertices,
std::vector<TriangleKey>& triangles, bool sameDir);
// In case you want vertex normals for dynamic lighting of the mesh.
void ComputeNormals (const std::vector<Vector3f>& vertices,
const std::vector<TriangleKey>& triangles,
std::vector<Vector3f>& normals);
protected:
enum
{
EI_XMIN_YMIN = 0,
EI_XMIN_YMAX = 1,
EI_XMAX_YMIN = 2,
EI_XMAX_YMAX = 3,
EI_XMIN_ZMIN = 4,
EI_XMIN_ZMAX = 5,
EI_XMAX_ZMIN = 6,
EI_XMAX_ZMAX = 7,
EI_YMIN_ZMIN = 8,
EI_YMIN_ZMAX = 9,
EI_YMAX_ZMIN = 10,
EI_YMAX_ZMAX = 11,
FI_XMIN = 12,
FI_XMAX = 13,
FI_YMIN = 14,
FI_YMAX = 15,
FI_ZMIN = 16,
FI_ZMAX = 17,
EB_XMIN_YMIN = 1 << EI_XMIN_YMIN,
EB_XMIN_YMAX = 1 << EI_XMIN_YMAX,
EB_XMAX_YMIN = 1 << EI_XMAX_YMIN,
EB_XMAX_YMAX = 1 << EI_XMAX_YMAX,
EB_XMIN_ZMIN = 1 << EI_XMIN_ZMIN,
EB_XMIN_ZMAX = 1 << EI_XMIN_ZMAX,
EB_XMAX_ZMIN = 1 << EI_XMAX_ZMIN,
EB_XMAX_ZMAX = 1 << EI_XMAX_ZMAX,
EB_YMIN_ZMIN = 1 << EI_YMIN_ZMIN,
EB_YMIN_ZMAX = 1 << EI_YMIN_ZMAX,
EB_YMAX_ZMIN = 1 << EI_YMAX_ZMIN,
EB_YMAX_ZMAX = 1 << EI_YMAX_ZMAX,
FB_XMIN = 1 << FI_XMIN,
FB_XMAX = 1 << FI_XMAX,
FB_YMIN = 1 << FI_YMIN,
FB_YMAX = 1 << FI_YMAX,
FB_ZMIN = 1 << FI_ZMIN,
FB_ZMAX = 1 << FI_ZMAX
};
// vertex-edge-triangle table to support mesh topology
class VETable
{
public:
VETable ();
bool IsValidVertex (int i) const;
float GetX (int i) const;
float GetY (int i) const;
float GetZ (int i) const;
void Insert (int i, const Vector3f& P);
void Insert (int i0, int i1);
void RemoveTriangles (std::vector<Vector3f>& vertices,
std::vector<TriangleKey>& triangles);
protected:
void RemoveVertex (int i);
bool Remove (TriangleKey& key);
class Vertex
{
public:
Vertex ();
Vector3f P;
int NumAdjacents;
int Adj[4];
bool Valid;
};
Vertex mVertex[18];
};
int GetVertices (float level, int x, int y, int z, VETable& table);
void GetXMinEdges (int x, int y, int z, int type, VETable& table);
void GetXMaxEdges (int x, int y, int z, int type, VETable& table);
void GetYMinEdges (int x, int y, int z, int type, VETable& table);
void GetYMaxEdges (int x, int y, int z, int type, VETable& table);
void GetZMinEdges (int x, int y, int z, int type, VETable& table);
void GetZMaxEdges (int x, int y, int z, int type, VETable& table);
Vector3f GetGradient (Vector3f P);
int mXBound, mYBound, mZBound, mXYBound;
int* mData;
};
}
#endif
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