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/*
* Copyright 2015 University of Basel, Graphics and Vision Research Group
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package scalismo.mesh.boundingSpheres
import breeze.numerics.pow
import scalismo.common.PointId
import scalismo.geometry.{_3D, EuclideanVector, Point}
import scalismo.mesh.boundingSpheres.BSDistance._
import scalismo.mesh.{
BarycentricCoordinates,
BarycentricCoordinates4,
TetrahedralMesh3D,
TetrahedronId,
TriangleId,
TriangleMesh3D
}
trait SpatialIndex[D] {
/**
* Query the shortest distance for a point to a surface.
*
* @return Squared distance.
*/
def getSquaredShortestDistance(pt: Point[D]): Double
/**
* Query the closest point on a surface.
*
* @return The closest point and the squared distance.
*/
def getClosestPoint(pt: Point[D]): ClosestPoint
}
/**
* SurfaceDistance trait with the basic queries defined.
*/
trait SurfaceSpatialIndex[D] extends SpatialIndex[D] {
/**
* Query the closest point on a surface.
*
* @return A desciption of the closest point.
*/
def getClosestPointOnSurface(pt: Point[D]): ClosestPointWithType
}
/**
* Type of the closest point. At the moment the names are only suited for a triangular mesh.
*/
private[boundingSpheres] object SurfaceClosestPointType extends Enumeration {
type SurfaceClosestPointType = Value
val POINT, ON_LINE, IN_TRIANGLE = Value
}
import scalismo.mesh.boundingSpheres.SurfaceClosestPointType._
/**
* Descritpion of a closest point
*
* @param distance2 the squared distance
* @param pt the coordinates
* @param ptType on which geometric entity of the surface the closest point lies
* @param bc the barycentric coordinates of the point. The interpretation depends on the ptType.
* @param idx the index in the original surface instance of the geometric entity where the closest point lies. The interpretation depends on the ptType.
*/
private case class ClosestPointMeta(distance2: Double,
pt: EuclideanVector[_3D],
ptType: SurfaceClosestPointType,
bc: (Double, Double),
idx: (Int, Int))
/**
* Companion object for the surface distance implementation for TriangleMesh3D.
*/
object TriangleMesh3DSpatialIndex {
/**
* Creates SurfaceDistance for a TriangleMesh3D.
*/
def fromTriangleMesh3D(mesh: TriangleMesh3D): SurfaceSpatialIndex[_3D] = {
// build triangle list (use only Vector[_3D], no Points)
val triangles = mesh.triangulation.triangles.map { t =>
val a = mesh.pointSet.point(t.ptId1).toVector
val b = mesh.pointSet.point(t.ptId2).toVector
val c = mesh.pointSet.point(t.ptId3).toVector
new Triangle(a, b, c)
}
// build up search structure
val bs = BoundingSpheres.createForTriangles(triangles)
// new distance object
new TriangleMesh3DSpatialIndex(bs, mesh, triangles)
}
}
/**
* Surface distance implementation for TriangleMesh3D.
*/
private[mesh] class TriangleMesh3DSpatialIndex(private val bs: BoundingSphere,
private val mesh: TriangleMesh3D,
private val triangles: Seq[Triangle])
extends SurfaceSpatialIndex[_3D] {
/**
* Calculates the squared closest distance to the surface.
*/
override def getSquaredShortestDistance(point: Point[_3D]): Double = {
_getClosestPoint(point)
res.get().distance2
}
/**
* Calculates the point and the squared closest distance to the surface.
*/
override def getClosestPoint(point: Point[_3D]): ClosestPoint = {
_getClosestPoint(point)
new ClosestPoint(res.get().pt.toPoint, res.get().distance2)
}
/**
* Returns a description of the closest Point on the surface.
*/
override def getClosestPointOnSurface(point: Point[_3D]): ClosestPointWithType = {
_getClosestPoint(point)
// handle found point type
val triangle = mesh.triangulation.triangle(TriangleId(lastIdx.get().idx))
res.get().ptType match {
case POINT =>
ClosestPointIsVertex(res.get().pt.toPoint, res.get().distance2, PointId(triangle.pointIds(res.get().idx._1).id))
case ON_LINE =>
res.get().idx match {
case (0, _) =>
ClosestPointOnLine(res.get().pt.toPoint,
res.get().distance2,
(PointId(triangle.pointIds(0).id), PointId(triangle.pointIds(1).id)),
res.get().bc.a)
case (1, _) =>
ClosestPointOnLine(res.get().pt.toPoint,
res.get().distance2,
(PointId(triangle.pointIds(1).id), PointId(triangle.pointIds(2).id)),
res.get().bc.a)
case (2, _) =>
ClosestPointOnLine(res.get().pt.toPoint,
res.get().distance2,
(PointId(triangle.pointIds(2).id), PointId(triangle.pointIds(0).id)),
res.get().bc.a)
case _ => throw new RuntimeException("not a valid line index")
}
case IN_TRIANGLE =>
ClosestPointInTriangle(
res.get().pt.toPoint,
res.get().distance2,
TriangleId(lastIdx.get().idx),
BarycentricCoordinates(1.0 - res.get().bc.a - res.get().bc.b, res.get().bc.a, res.get().bc.b)
)
case _ => throw new RuntimeException("not a valid PointType")
}
}
/**
* Finds the closest point on the surface.
*/
private def _getClosestPoint(point: Point[_3D]): Unit = {
val p = point.toVector
// last triangle might be a good candidate
val result = BSDistance.toTriangle(point.toVector, triangles(lastIdx.get().idx))
updateCP(res.get(), result)
// search for true candidate
distanceToPartition(p, bs, res.get(), lastIdx.get())
}
/** @note both values contain a mutable state, this is needed to improve speed when having many queries with successive near points. */
private val lastIdx: ThreadLocal[Index] = new ThreadLocal[Index]() {
override protected def initialValue(): Index = {
new Index(0)
}
}
private val res: ThreadLocal[CP] = new ThreadLocal[CP]() {
override protected def initialValue(): CP = {
new CP(Double.MaxValue, EuclideanVector(-1, -1, -1), POINT, BC(0, 0), (-1, -1))
}
}
/**
* Search for the closest point recursively
*/
private def distanceToPartition(point: EuclideanVector[_3D],
partition: BoundingSphere,
result: CP,
index: Index): Unit = {
if (partition.idx >= 0) {
// we have found a leave
val res = BSDistance.toTriangle(point, triangles(partition.idx))
if (res.distance2 < result.distance2) {
updateCP(result, res)
index.idx = partition.idx
}
} else {
if (partition.hasLeft && partition.hasRight) {
val distanceToLeftCenter = (point - partition.left.center).norm2
val distanceToRightCenter = (point - partition.right.center).norm2
val leftRadius = partition.left.r2
val rightRadius = partition.right.r2
if (distanceToLeftCenter < distanceToRightCenter) {
// nearer sphere first
if ((distanceToLeftCenter <= leftRadius) || // point in sphere?
(result.distance2 >= distanceToLeftCenter + leftRadius) || // are we close?
(4.0 * distanceToLeftCenter * leftRadius >= pow(distanceToLeftCenter + leftRadius - result.distance2, 2))) {
// even better estimation
distanceToPartition(point, partition.left, result, index) // test partition
}
if ((distanceToRightCenter <= rightRadius) ||
(result.distance2 >= distanceToRightCenter + rightRadius) ||
(4.0 * distanceToRightCenter * rightRadius >= pow(distanceToRightCenter + rightRadius - result.distance2,
2))) {
distanceToPartition(point, partition.right, result, index)
}
} else {
if ((distanceToRightCenter <= rightRadius) ||
(result.distance2 >= distanceToRightCenter + rightRadius) ||
(4.0 * distanceToRightCenter * rightRadius >= pow(distanceToRightCenter + rightRadius - result.distance2,
2))) {
distanceToPartition(point, partition.right, result, index)
}
if ((distanceToLeftCenter <= leftRadius) ||
(result.distance2 >= distanceToLeftCenter + leftRadius) ||
(4.0 * distanceToLeftCenter * leftRadius >= pow(distanceToLeftCenter + leftRadius - result.distance2, 2))) {
distanceToPartition(point, partition.left, result, index)
}
}
} else {
if (partition.hasLeft) {
val lc2 = (point - partition.left.center).norm2
val lr2 = partition.left.r2
if ((lc2 <= lr2) ||
(result.distance2 >= lc2 + lr2) ||
(4.0 * lc2 * lr2 >= pow(lc2 + lr2 - result.distance2, 2))) {
distanceToPartition(point, partition.left, result, index)
}
} else if (partition.hasRight) {
val rc2 = (point - partition.right.center).norm2
val rr2 = partition.right.r2
if ((rc2 <= rr2) ||
(result.distance2 >= rc2 + rr2) ||
(4.0 * rc2 * rr2 >= pow(rc2 + rr2 - result.distance2, 2))) {
distanceToPartition(point, partition.right, result, index)
}
}
}
}
}
/**
* Helper function to update the mutable case class with immutable sibling.
*/
private def updateCP(result: CP, res: ClosestPointMeta): Unit = {
result.distance2 = res.distance2
result.bc = BC(res.bc._1, res.bc._2)
result.idx = res.idx
result.pt = res.pt
result.ptType = res.ptType
}
}