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| void DistanceField3D::getDistance(const vec3f& p, REAL& d, vec3f& normal) { // get cell and lerp values vec3f
fp = (p - m_left) * vec3f(1.0 / m_h[0], 1.0 / m_h[1], 1.0 / m_h[2]);
const int i = (int)floorf(fp[0]);
const int j = (int)floorf(fp[1]);
const int k = (int)floorf(fp[2]);
if (i < 0 || i >= m_nbx - 1 || j < 0 || j >= m_nby - 1 || k < 0 || k >= m_nbz - 1)
{
d = 100000.0f;
normal = vec3f(0, 0, 0);
return;
}
vec3f ip = vec3f(i, j, k);
vec3f alphav = fp - ip;
REAL alpha = alphav[0];
REAL beta = alphav[1];
REAL gamma = alphav[2];
REAL d000 = getAt(i, j, k);
REAL d100 = getAt(i + 1, j, k);
REAL d010 = getAt(i, j + 1, k);
REAL d110 = getAt(i + 1, j + 1, k);
REAL d001 = getAt(i, j, k + 1);
REAL d101 = getAt(i + 1, j, k + 1);
REAL d011 = getAt(i, j + 1, k + 1);
REAL d111 = getAt(i + 1, j + 1, k + 1);
REAL dx00 = lerp(d000, d100, alpha);
REAL dx10 = lerp(d010, d110, alpha);
REAL dxy0 = lerp(dx00, dx10, beta);
REAL dx01 = lerp(d001, d101, alpha);
REAL dx11 = lerp(d011, d111, alpha);
REAL dxy1 = lerp(dx01, dx11, beta);
REAL d0y0 = lerp(d000, d010, beta);
REAL d0y1 = lerp(d001, d011, beta);
REAL d0yz = lerp(d0y0, d0y1, gamma);
REAL d1y0 = lerp(d100, d110, beta);
REAL d1y1 = lerp(d101, d111, beta);
REAL d1yz = lerp(d1y0, d1y1, gamma);
REAL dx0z = lerp(dx00, dx01, gamma);
REAL dx1z = lerp(dx10, dx11, gamma);
normal[0] = d0yz - d1yz;
normal[1] = dx0z - dx1z;
normal[2] = dxy0 - dxy1;
REAL l = normal.length2();
if (l < 0.0001f)
normal = vec3f(0, 0, 0);
else
normal.normalize();
d = (1.0f - gamma) * dxy0 + gamma * dxy1;
|