vcglib/vcg/complex/algorithms/quadrangulator.h

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/****************************************************************************
* VCGLib o o *
* Visual and Computer Graphics Library o o *
* _ O _ *
* Copyright(C) 2004-2016 \/)\/ *
* Visual Computing Lab /\/| *
* ISTI - Italian National Research Council | *
* \ *
* All rights reserved. *
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 of the License, or *
* (at your option) any later version. *
* *
* This program is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License (http://www.gnu.org/licenses/gpl.txt) *
* for more details. *
* *
****************************************************************************/
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#ifndef MIQ_QUADRANGULATOR_H
#define MIQ_QUADRANGULATOR_H
#include <vcg/complex/complex.h>
#include <vcg/simplex/face/pos.h>
#include <vcg/simplex/face/jumping_pos.h>
#include <vcg/complex/algorithms/attribute_seam.h>
#include <vcg/complex/algorithms/refine.h>
#include <vcg/complex/algorithms/smooth.h>
#include <vcg/complex/algorithms/clean.h>
#include <vcg/complex/algorithms/update/bounding.h>
#include <wrap/io_trimesh/export.h>
#include <vcg/complex/algorithms/update/texture.h>
#define precisionQ 0.0000000001
namespace vcg {
namespace tri {
template <class TriMesh,class PolyMesh>
class Quadrangulator
{
public:
typedef typename TriMesh::FaceType TriFaceType;
typedef typename TriMesh::VertexType TriVertexType;
typedef typename TriMesh::CoordType CoordType;
typedef typename TriMesh::ScalarType ScalarType;
typedef typename PolyMesh::FaceType PolyFaceType;
typedef typename PolyMesh::VertexType PolyVertexType;
typedef typename PolyMesh::CoordType PolyCoordType;
typedef typename PolyMesh::ScalarType PolyScalarType;
struct InterpolationInfo
{
CoordType Pos3D;
vcg::Point2<ScalarType> PosUV;
ScalarType alpha;
bool to_split;
InterpolationInfo()
{
Pos3D=CoordType(0,0,0);
PosUV=vcg::Point2<ScalarType>(0,0);
to_split=false;
alpha=-1;
}
};
//the interpolation map that is saved once to be univoque per edge
typedef std::pair<CoordType,CoordType > KeyEdgeType;
std::map<KeyEdgeType,InterpolationInfo> InterpMap;
//ScalarType UVtolerance;
private:
bool ToSplit(const vcg::Point2<ScalarType> &uv0,
const vcg::Point2<ScalarType> &uv1,
int Dir,
ScalarType &alpha)
{
ScalarType val0=uv0.V(Dir);
ScalarType val1=uv1.V(Dir);
int IntegerLine0=floor(val0);
int IntegerLine1=floor(val1);
if (IntegerLine0==IntegerLine1)
return false;//no integer line pass throught the edge
bool swapped=false;
if (IntegerLine0>IntegerLine1)
{
std::swap(IntegerLine0,IntegerLine1);
std::swap(val0,val1);
assert(val1>=val0);
swapped=true;
}
//then get the first if extist that overcome the threshold
int IntegerSplit=IntegerLine0+1;
bool found=false;
ScalarType dist1,dist0;
for (int i=IntegerSplit;i<=IntegerLine1;i++)
{
dist1=fabs(val1-IntegerSplit);
dist0=fabs(val0-IntegerSplit);
// if ((dist0>=UVtolerance)&&
// (dist1>=UVtolerance))
if ((val0!=IntegerSplit)&&
(val1!=IntegerSplit))
{
found=true;
break;
}
IntegerSplit++;
}
if (!found)return false;
//have to check distance also in opposite direction
ScalarType lenght=val1-val0;
assert(lenght>=0);
//alpha=1.0-(dist/lenght);
alpha=(dist1/lenght);
if (swapped)alpha=1-alpha;
assert((alpha>0)&&(alpha<1));
return true;
}
void RoundInitial(TriMesh &to_split)
{
ScalarType minTolerance=precisionQ;
//first add all eddge
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for (size_t i=0;i<to_split.face.size();i++)
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{
TriFaceType *f=&to_split.face[i];
for (int j =0;j<3;j++)
{
vcg::Point2<ScalarType> UV=f->WT(j).P();
int int0=floor(UV.X()+0.5);
int int1=floor(UV.Y()+0.5);
ScalarType diff0=(fabs(UV.X()-(ScalarType)int0));
ScalarType diff1=(fabs(UV.Y()-(ScalarType)int1));
if (diff0<minTolerance)
UV.X()=(ScalarType)int0;
if (diff1<minTolerance)
UV.Y()=(ScalarType)int1;
f->WT(j).P()=UV;
}
}
}
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void RoundSplits(TriMesh &to_split)//,int dir)
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{
ScalarType minTolerance=precisionQ;
//first add all eddge
for (size_t i=0;i<to_split.face.size();i++)
{
TriFaceType *f=&to_split.face[i];
for (int j =0;j<3;j++)
{
CoordType p0=f->P0(j);
CoordType p1=f->P1(j);
KeyEdgeType k(p0,p1);
assert(InterpMap.count(k)==1);
if (!InterpMap[k].to_split)continue;
//then get the intepolated value
vcg::Point2<ScalarType> UV=InterpMap[k].PosUV;
int int0=floor(UV.X()+0.5);
int int1=floor(UV.Y()+0.5);
ScalarType diff0=(fabs(UV.X()-(ScalarType)int0));
ScalarType diff1=(fabs(UV.Y()-(ScalarType)int1));
if (diff0<minTolerance)
UV.X()=(ScalarType)int0;
if (diff1<minTolerance)
UV.Y()=(ScalarType)int1;
InterpMap[k].PosUV=UV;
}
}
}
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void InitSplitMap(TriMesh &to_split,int dir)
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{
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//assert((dir==0)||(dir==1));
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InterpMap.clear();
//printf("direction %d\n",dir );
//first add all eddge
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for (size_t i=0;i<to_split.face.size();i++)
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{
TriFaceType *f=&to_split.face[i];
for (int j =0;j<3;j++)
{
CoordType p0=f->P0(j);
CoordType p1=f->P1(j);
vcg::Point2<ScalarType> Uv0=f->V0(j)->T().P();
vcg::Point2<ScalarType> Uv1=f->V1(j)->T().P();
KeyEdgeType k(p0,p1);
// printf("p0 (%5.5f,%5.5f,%5.5f) p1(%5.5f,%5.5f,%5.5f) \n",p0.X(),p0.Y(),p0.Z(),p1.X(),p1.Y(),p1.Z());
// printf("uv0 (%5.5f,%5.5f) uv1(%5.5f,%5.5f) \n",Uv0.X(),Uv0.Y(),Uv1.X(),Uv1.Y());
// fflush(stdout);
assert(InterpMap.count(k)==0);
InterpMap[k]=InterpolationInfo();
}
}
//then set the ones to be splitted
for (size_t i=0;i<to_split.face.size();i++)
{
TriFaceType *f=&to_split.face[i];
for (int j =0;j<3;j++)
{
CoordType p0=f->P0(j);
CoordType p1=f->P1(j);
vcg::Point2<ScalarType> uv0=f->V0(j)->T().P();
vcg::Point2<ScalarType> uv1=f->V1(j)->T().P();
ScalarType alpha;
if (!ToSplit(uv0,uv1,dir,alpha))continue;
KeyEdgeType k(p0,p1);
assert(InterpMap.count(k)==1);
InterpMap[k].Pos3D=p0*alpha+p1*(1-alpha);
InterpMap[k].PosUV=uv0*alpha+uv1*(1-alpha);
InterpMap[k].to_split=true;
InterpMap[k].alpha=alpha;
}
}
//then make them coherent
for (size_t i=0;i<to_split.face.size();i++)
{
TriFaceType *f=&to_split.face[i];
for (int j =0;j<3;j++)
{
CoordType p0=f->P0(j);
CoordType p1=f->P1(j);
vcg::Point2<ScalarType> uv0=f->V0(j)->T().P();
vcg::Point2<ScalarType> uv1=f->V1(j)->T().P();
// if (p0>p1)continue; //only one verse of coherence
KeyEdgeType k0(p0,p1);
assert(InterpMap.count(k0)==1);//there should be already in the
//table and it should be coherent
KeyEdgeType k1(p1,p0);
if(InterpMap.count(k1)==0)continue;//REAL border, no need for update
bool to_split0=InterpMap[k0].to_split;
bool to_split1=InterpMap[k1].to_split;
//the find all possible cases
if ((!to_split0)&&(!to_split1))continue;
if ((to_split0)&&(to_split1))
{
CoordType Pos3D=InterpMap[k1].Pos3D;
InterpMap[k0].Pos3D=Pos3D;
//check if need to make coherent also the UV Position
//skip the fake border and do the rest
bool IsBorderFF=(f->FFp(j)==f);
if (!IsBorderFF) //in this case they should have same UVs
InterpMap[k0].PosUV=InterpMap[k1].PosUV;
else
{
ScalarType alpha=InterpMap[k1].alpha;
assert((alpha>=0)&&(alpha<=1));
alpha=1-alpha;
InterpMap[k0].PosUV=alpha*uv0+(1-alpha)*uv1;
InterpMap[k0].alpha=alpha;
}
}
else
if ((!to_split0)&&(to_split1))
{
CoordType Pos3D=InterpMap[k1].Pos3D;
InterpMap[k0].Pos3D=Pos3D;
//check if need to make coherent also the UV Position
//skip the fake border and do the rest
bool IsBorderFF=(f->FFp(j)==f);
InterpMap[k0].to_split=true;
if (!IsBorderFF) //in this case they should have same UVs
InterpMap[k0].PosUV=InterpMap[k1].PosUV;
else //recalculate , it pass across a seam
{
ScalarType alpha=InterpMap[k1].alpha;
assert((alpha>=0)&&(alpha<=1));
alpha=1-alpha;
InterpMap[k0].PosUV=alpha*uv0+(1-alpha)*uv1;
InterpMap[k0].alpha=alpha;
}
}
}
}
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RoundSplits(to_split);//,dir);
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}
// Basic subdivision class
// This class must provide methods for finding the position of the newly created vertices
// In this implemenation we simply put the new vertex in the MidPoint position.
// Color and TexCoords are interpolated accordingly.
template<class MESH_TYPE>
struct SplitMidPoint : public std::unary_function<vcg::face::Pos<typename MESH_TYPE::FaceType> , typename MESH_TYPE::CoordType >
{
typedef typename MESH_TYPE::VertexType VertexType;
typedef typename MESH_TYPE::FaceType FaceType;
typedef typename MESH_TYPE::CoordType CoordType;
std::map<KeyEdgeType,InterpolationInfo> *MapEdge;
void operator()(typename MESH_TYPE::VertexType &nv,
vcg::face::Pos<typename MESH_TYPE::FaceType> ep)
{
VertexType* v0=ep.f->V0(ep.z);
VertexType* v1=ep.f->V1(ep.z);
assert(v0!=v1);
CoordType p0=v0->P();
CoordType p1=v1->P();
assert(p0!=p1);
KeyEdgeType k(p0,p1);
bool found=(MapEdge->count(k)==1);
assert(found);
bool to_split=(*MapEdge)[k].to_split;
assert(to_split);
//get the value on which the edge must be splitted
nv.P()= (*MapEdge)[k].Pos3D;
//nv.N()= v0->N()*alpha+v1->N()*(1.0-alpha);
nv.T().P()=(*MapEdge)[k].PosUV;
}
vcg::TexCoord2<ScalarType> WedgeInterp(vcg::TexCoord2<ScalarType> &t0,
vcg::TexCoord2<ScalarType> &t1)
{
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(void)t0;
(void)t1;
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return (vcg::TexCoord2<ScalarType>(0,0));
}
SplitMidPoint(std::map<KeyEdgeType,InterpolationInfo> *_MapEdge){MapEdge=_MapEdge;}
};
template <class MESH_TYPE>
class EdgePredicate
{
typedef typename MESH_TYPE::VertexType VertexType;
typedef typename MESH_TYPE::FaceType FaceType;
typedef typename MESH_TYPE::ScalarType ScalarType;
std::map<KeyEdgeType,InterpolationInfo> *MapEdge;
public:
bool operator()(vcg::face::Pos<typename MESH_TYPE::FaceType> ep) const
{
VertexType* v0=ep.f->V0(ep.z);
VertexType* v1=ep.f->V1(ep.z);
assert(v0!=v1);
CoordType p0=v0->P();
CoordType p1=v1->P();
assert(p0!=p1);
KeyEdgeType k(p0,p1);
bool found=(MapEdge->count(k)==1);
assert(found);
bool to_split=(*MapEdge)[k].to_split;
return(to_split);
}
EdgePredicate(std::map<KeyEdgeType,InterpolationInfo> *_MapEdge){MapEdge=_MapEdge;}
};
void SplitTrisDir(TriMesh &to_split,
int dir)
{
bool done=true;
//int step=0;
while (done)
{
printf("Number of Vertices %d \n",to_split.vn);
fflush(stdout);
InitSplitMap(to_split,dir);
SplitMidPoint<TriMesh> splMd(&InterpMap);
EdgePredicate<TriMesh> eP(&InterpMap);
done=vcg::tri::RefineE<TriMesh,SplitMidPoint<TriMesh>,EdgePredicate<TriMesh> >(to_split,splMd,eP);
}
printf("Number of Vertices %d \n",to_split.vn);
fflush(stdout);
fflush(stdout);
}
bool IsOnIntegerLine(vcg::Point2<ScalarType> uv0,
vcg::Point2<ScalarType> uv1)
{
for (int dir=0;dir<2;dir++)
{
ScalarType val0=uv0.V(dir);
ScalarType val1=uv1.V(dir);
int integer0=floor(uv0.V(dir)+0.5);
int integer1=floor(uv1.V(dir)+0.5);
if (integer0!=integer1)continue;
// if ((fabs(val0-(ScalarType)integer0))>=UVtolerance)continue;
// if ((fabs(val1-(ScalarType)integer1))>=UVtolerance)continue;
if (val0!=(ScalarType)floor(val0))continue;
if (val1!=(ScalarType)floor(val1))continue;
return true;
}
return false;
}
bool IsOnIntegerVertex(vcg::Point2<ScalarType> uv,
bool IsB)
{
int onIntegerL=0;
for (int dir=0;dir<2;dir++)
{
ScalarType val0=uv.V(dir);
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//int integer0=floor(val0+0.5);
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//if ((fabs(val0-(ScalarType)integer0))<UVtolerance)onIntegerL++;
if (val0==(ScalarType)floor(val0))onIntegerL++;
}
if ((IsB)&&(onIntegerL>0))return true;
return (onIntegerL==2);
}
void InitIntegerEdgesVert(TriMesh &Tmesh)
{
//IntegerEdges.clear();
vcg::tri::UpdateFlags<TriMesh>::FaceSetF(Tmesh);
vcg::tri::UpdateFlags<TriMesh>::FaceClearS(Tmesh);
vcg::tri::UpdateFlags<TriMesh>::VertexClearS(Tmesh);
for (unsigned int i=0;i<Tmesh.face.size();i++)
{
TriFaceType *f=&Tmesh.face[i];
if (f->IsD())continue;
for (int j=0;j<3;j++)
{
bool IsBorder=f->IsB(j);
if (IsBorder)
f->ClearF(j);
else
{
vcg::Point2<ScalarType> uv0=f->WT(j).P();
vcg::Point2<ScalarType> uv1=f->WT((j+1)%3).P();
if (IsOnIntegerLine(uv0,uv1))
{
f->ClearF(j);
TriFaceType *f1=f->FFp(j);
int z=f->FFi(j);
assert(f1!=f);
f1->ClearF(z);
}
}
bool BorderV=f->V(j)->IsB();
if (IsOnIntegerVertex(f->WT(j).P(),BorderV))
f->V(j)->SetS();
}
}
}
short int AlignmentEdge(TriFaceType *f,
int edge_index)
{
vcg::Point2<ScalarType> uv0=f->WT(edge_index).P();
vcg::Point2<ScalarType> uv1=f->WT((edge_index+1)%3).P();
if (uv0.X()==uv1.X())return 0;
if (uv0.Y()==uv1.Y())return 1;
return -1;
}
void FindPolygon(vcg::face::Pos<TriFaceType> &currPos,
std::vector<TriVertexType *> &poly,
std::vector<short int> &UVpoly)
{
currPos.F()->SetV();
currPos.F()->C()=vcg::Color4b(255,0,0,255);
poly.clear();
assert(currPos.V()->IsS());
TriVertexType *v_init=currPos.V();
poly.push_back(currPos.V());
//retrieve UV
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//int indexV0=currPos.E();
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short int Align=AlignmentEdge(currPos.F(),currPos.E());
std::vector<short int> TempUVpoly;
TempUVpoly.push_back(Align);
do
{
currPos.NextNotFaux();
currPos.F()->SetV();
currPos.F()->C()=vcg::Color4b(255,0,0,255);
if ((currPos.V()->IsS())&&(currPos.V()!=v_init))
{
poly.push_back(currPos.V());
short int Align=AlignmentEdge(currPos.F(),currPos.E());
TempUVpoly.push_back(Align);
}
}while (currPos.V()!=v_init);
//then shift the order of UV by one
//to be consistent with edge ordering
int size=TempUVpoly.size();
for (int i=0;i<size;i++)
UVpoly.push_back(TempUVpoly[(i+1)%size]);
}
void FindPolygons(TriMesh &Tmesh,
std::vector<std::vector<TriVertexType *> > &polygons,
std::vector<std::vector<short int> > &UV)
{
vcg::tri::UpdateFlags<TriMesh>::FaceClearV(Tmesh);
for (unsigned int i=0;i<Tmesh.face.size();i++)
{
TriFaceType * f=&Tmesh.face[i];
if (f->IsV())continue;
for (int j=0;j<3;j++)
{
TriVertexType* v0=f->V0(j);
if (!v0->IsS())continue;
if (f->IsF(j))continue;
vcg::face::Pos<TriFaceType> startPos(f,j);
std::vector<TriVertexType *> poly;
std::vector< short int> UVpoly;
FindPolygon(startPos,poly,UVpoly);
if (poly.size()>2)
{
assert(poly.size()==UVpoly.size());
std::reverse(poly.begin(),poly.end());
// std::reverse(UVpoly.begin(),UVpoly.end());
polygons.push_back(poly);
UV.push_back(UVpoly);
}
//only one polygon per initial face
break;
}
}
}
//FUNCTIONS NEEDED BY "UV WEDGE TO VERTEX" FILTER
static void ExtractVertex(const TriMesh & srcMesh,
const TriFaceType & f,
int whichWedge,
const TriMesh & dstMesh,
TriVertexType & v)
{
(void)srcMesh;
(void)dstMesh;
// This is done to preserve every single perVertex property
// perVextex Texture Coordinate is instead obtained from perWedge one.
v.ImportData(*f.cV(whichWedge));
v.T() = f.cWT(whichWedge);
}
static bool CompareVertex(const TriMesh & m,
TriVertexType & vA,
TriVertexType & vB)
{
(void)m;
return (vA.cT() == vB.cT());
}
void ConvertWTtoVT(TriMesh &Tmesh)
{
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//int vn = Tmesh.vn;
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vcg::tri::AttributeSeam::SplitVertex(Tmesh, ExtractVertex, CompareVertex);
vcg::tri::UpdateTopology<TriMesh>::FaceFace(Tmesh);
// vcg::tri::UpdateFlags<TriMesh>::FaceBorderFromFF(Tmesh);
}
void ConvertVTtoWT(TriMesh &Tmesh)
{
vcg::tri::UpdateTexture<TriMesh>::WedgeTexFromVertexTex(Tmesh);
vcg::tri::Clean<TriMesh>::RemoveDuplicateVertex(Tmesh);
}
void ReupdateMesh(TriMesh &Tmesh)
{
vcg::tri::UpdateNormal<TriMesh>::PerFaceNormalized(Tmesh); // update Normals
vcg::tri::UpdateNormal<TriMesh>::PerVertexNormalized(Tmesh);// update Normals
//compact the mesh
vcg::tri::Allocator<TriMesh>::CompactVertexVector(Tmesh);
vcg::tri::Allocator<TriMesh>::CompactFaceVector(Tmesh);
vcg::tri::UpdateTopology<TriMesh>::FaceFace(Tmesh); // update Topology
vcg::tri::UpdateTopology<TriMesh>::TestFaceFace(Tmesh); //and test it
//set flags
vcg::tri::UpdateFlags<TriMesh>::VertexClearV(Tmesh);
vcg::tri::UpdateFlags<TriMesh>::FaceBorderFromFF(Tmesh);
vcg::tri::UpdateFlags<TriMesh>::VertexBorderFromFaceBorder(Tmesh);
}
public:
void TestIsProper(TriMesh &Tmesh)
{
//test manifoldness
int test=vcg::tri::Clean<TriMesh>::CountNonManifoldVertexFF(Tmesh);
//assert(test==0);
if (test != 0)
cerr << "Assertion failed: TestIsProper NonManifoldVertices!" << endl;
test=vcg::tri::Clean<TriMesh>::CountNonManifoldEdgeFF(Tmesh);
//assert(test==0);
if (test != 0)
cerr << "Assertion failed: TestIsProper NonManifoldEdges" << endl;
for (unsigned int i=0;i<Tmesh.face.size();i++)
{
TriFaceType *f=&Tmesh.face[i];
assert (!f->IsD());
for (int z=0;z<3;z++)
{
//int indexOpp=f->FFi(z);
TriFaceType *Fopp=f->FFp(z);
if (Fopp==f) continue;
//assert( f->FFp(z)->FFp(f->FFi(z))==f );
if (f->FFp(z)->FFp(f->FFi(z))!=f)
cerr << "Assertion failed: TestIsProper f->FFp(z)->FFp(f->FFi(z))!=f " << endl;
}
}
}
void Quadrangulate(TriMesh &Tmesh,
PolyMesh &Pmesh,
std::vector< std::vector< short int> > &UV,
bool preserve_border_corner=true)
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{
UV.clear();
Pmesh.Clear();
vcg::tri::UpdateTopology<TriMesh>::FaceFace(Tmesh);
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TestIsProper(Tmesh);
RoundInitial(Tmesh);
//UVtolerance=tolerance;
//split to per vert
ConvertWTtoVT(Tmesh);
vcg::tri::Allocator<TriMesh>::CompactVertexVector(Tmesh);
vcg::tri::Allocator<TriMesh>::CompactFaceVector(Tmesh);
vcg::tri::UpdateTopology<TriMesh>::FaceFace(Tmesh);
(void)Pmesh;
//TestIsProper(Tmesh);
//then split the tris along X
SplitTrisDir(Tmesh,0);
SplitTrisDir(Tmesh,1);
//merge back the mesh and WT coords
ConvertVTtoWT(Tmesh);
//CleanMesh(Pmesh);
//update properties of the mesh
ReupdateMesh(Tmesh);
//test manifoldness
TestIsProper(Tmesh);
InitIntegerEdgesVert(Tmesh);
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for (size_t i=0;i<Tmesh.face.size();i++)
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Tmesh.face[i].C()=vcg::Color4b(255,255,255,255);
if (preserve_border_corner)
vcg::tri::UpdateSelection<TriMesh>::VertexCornerBorder(Tmesh,math::ToRad(150.0),true);
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std::vector<std::vector<TriVertexType *> > polygons;
FindPolygons(Tmesh,polygons,UV);
//then add to the polygonal mesh
Pmesh.Clear();
int numV=vcg::tri::UpdateSelection<TriMesh>::VertexCount(Tmesh);
//first create vertices
vcg::tri::Allocator<PolyMesh>::AddVertices(Pmesh,numV);
std::map<CoordType,int> VertMap;
int index=0;
for(unsigned int i=0;i<Tmesh.vert.size();i++)
{
if (!Tmesh.vert[i].IsS())continue;
CoordType pos=Tmesh.vert[i].P();
CoordType norm=Tmesh.vert[i].N();
vcg::Point2<ScalarType> UV=Tmesh.vert[i].T().P();
Pmesh.vert[index].P()=typename PolyMesh::CoordType(pos.X(),pos.Y(),pos.Z());
Pmesh.vert[index].N()=typename PolyMesh::CoordType(norm.X(),norm.Y(),norm.Z());
Pmesh.vert[index].T().P()=UV;
VertMap[pos]=index;
index++;
}
//then add polygonal mesh
vcg::tri::Allocator<PolyMesh>::AddFaces(Pmesh,polygons.size());
for (unsigned int i=0;i<polygons.size();i++)
{
int size=polygons[i].size();
Pmesh.face[i].Alloc(size);
for (int j=0;j<size;j++)
{
CoordType pos=(polygons[i][j])->P();
assert(VertMap.count(pos)==1);
int index=VertMap[pos];
Pmesh.face[i].V(j)=&(Pmesh.vert[index]);
}
}
}
};
}
}
#endif