#include "voxel_grid.h" #include "grid.h" IGL_INLINE void igl::voxel_grid( const Eigen::AlignedBox3d & box, const int in_s, const int pad_count, Eigen::MatrixXd & GV, Eigen::RowVector3i & side) { using namespace Eigen; using namespace std; MatrixXd::Index si = -1; box.diagonal().maxCoeff(&si); //MatrixXd::Index si = 0; //assert(si>=0); const double s_len = box.diagonal()(si); assert(in_s>(pad_count*2+1) && "s should be > 2*pad_count+1"); const double s = in_s - 2*pad_count; side(si) = s; for(int i = 0;i<3;i++) { if(i!=si) { side(i) = ceil(s * (box.max()(i)-box.min()(i))/s_len); } } side.array() += 2*pad_count; grid(side,GV); // A * p/s + B = min // A * (1-p/s) + B = max // B = min - A * p/s // A * (1-p/s) + min - A * p/s = max // A * (1-p/s) - A * p/s = max-min // A * (1-2p/s) = max-min // A = (max-min)/(1-2p/s) const Array ps= (double)(pad_count)/(side.transpose().cast().array()-1.); const Array A = box.diagonal().array()/(1.0-2.*ps); //// This would result in an "anamorphic", but perfectly fit grid: //const Array B = box.min().array() - A.array()*ps; //GV.array().rowwise() *= A.transpose(); //GV.array().rowwise() += B.transpose(); // Instead scale by largest factor and move to match center Array::Index ai = -1; double a = A.maxCoeff(&ai); const Array ratio = a*(side.cast().array()-1.0)/(double)(side(ai)-1.0); GV.array().rowwise() *= ratio; GV.rowwise() += (box.center().transpose()-GV.colwise().mean()).eval(); }