vcglib/vcg/complex/algorithms/smooth.h

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/****************************************************************************
* VCGLib o o *
* Visual and Computer Graphics Library o o *
* _ O _ *
* Copyright(C) 2004-2016 \/)\/ *
2011-04-01 18:25:49 +02:00
* 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. *
* *
****************************************************************************/
#ifndef __VCGLIB__SMOOTH
#define __VCGLIB__SMOOTH
#include <vcg/space/ray3.h>
#include <vcg/complex/algorithms/update/normal.h>
#include <vcg/complex/algorithms/update/halfedge_topology.h>
#include <vcg/complex/algorithms/closest.h>
#include <vcg/space/index/kdtree/kdtree.h>
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namespace vcg
{
namespace tri
{
///
/** \addtogroup trimesh */
/*@{*/
/// Class of static functions to smooth and fair meshes and their attributes.
template <class SmoothMeshType>
class Smooth
{
public:
typedef SmoothMeshType MeshType;
typedef typename MeshType::VertexType VertexType;
typedef typename MeshType::VertexType::CoordType CoordType;
typedef typename MeshType::VertexPointer VertexPointer;
typedef typename MeshType::VertexIterator VertexIterator;
typedef typename MeshType::ScalarType ScalarType;
typedef typename MeshType::FaceType FaceType;
typedef typename MeshType::FacePointer FacePointer;
typedef typename MeshType::FaceIterator FaceIterator;
typedef typename MeshType::FaceContainer FaceContainer;
typedef typename vcg::Box3<ScalarType> Box3Type;
typedef typename vcg::face::VFIterator<FaceType> VFLocalIterator;
class ScaleLaplacianInfo
{
public:
CoordType PntSum;
ScalarType LenSum;
};
// This is precisely what curvature flow does.
// Curvature flow smoothes the surface by moving along the surface
// normal n with a speed equal to the mean curvature
void VertexCoordLaplacianCurvatureFlow(MeshType & /*m*/, int /*step*/, ScalarType /*delta*/)
{
}
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// Another Laplacian smoothing variant,
// here we sum the baricenter of the faces incidents on each vertex weighting them with the angle
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static void VertexCoordLaplacianAngleWeighted(MeshType &m, int step, ScalarType delta)
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{
ScaleLaplacianInfo lpz;
lpz.PntSum = CoordType(0, 0, 0);
lpz.LenSum = 0;
SimpleTempData<typename MeshType::VertContainer, ScaleLaplacianInfo> TD(m.vert, lpz);
FaceIterator fi;
for (int i = 0; i < step; ++i)
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{
VertexIterator vi;
for (vi = m.vert.begin(); vi != m.vert.end(); ++vi)
TD[*vi] = lpz;
ScalarType a[3];
for (fi = m.face.begin(); fi != m.face.end(); ++fi)
if (!(*fi).IsD())
{
CoordType mp = ((*fi).V(0)->P() + (*fi).V(1)->P() + (*fi).V(2)->P()) / 3.0;
CoordType e0 = ((*fi).V(0)->P() - (*fi).V(1)->P()).Normalize();
CoordType e1 = ((*fi).V(1)->P() - (*fi).V(2)->P()).Normalize();
CoordType e2 = ((*fi).V(2)->P() - (*fi).V(0)->P()).Normalize();
a[0] = AngleN(-e0, e2);
a[1] = AngleN(-e1, e0);
a[2] = AngleN(-e2, e1);
//assert(fabs(M_PI -a[0] -a[1] -a[2])<0.0000001);
for (int j = 0; j < 3; ++j)
{
CoordType dir = (mp - (*fi).V(j)->P()).Normalize();
TD[(*fi).V(j)].PntSum += dir * a[j];
TD[(*fi).V(j)].LenSum += a[j]; // well, it should be named angleSum
}
}
for (vi = m.vert.begin(); vi != m.vert.end(); ++vi)
if (!(*vi).IsD() && TD[*vi].LenSum > 0)
(*vi).P() = (*vi).P() + (TD[*vi].PntSum / TD[*vi].LenSum) * delta;
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}
};
// Scale dependent laplacian smoothing [Fujiwara 95]
// as described in
// Implicit Fairing of Irregular Meshes using Diffusion and Curvature Flow
// Mathieu Desbrun, Mark Meyer, Peter Schroeder, Alan H. Barr
// SIGGRAPH 99
// REQUIREMENTS: Border Flags.
//
// Note the delta parameter is in a absolute unit
// to get stability it should be a small percentage of the shortest edge.
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static void VertexCoordScaleDependentLaplacian_Fujiwara(MeshType &m, int step, ScalarType delta, bool SmoothSelected = false)
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{
SimpleTempData<typename MeshType::VertContainer, ScaleLaplacianInfo> TD(m.vert);
ScaleLaplacianInfo lpz;
lpz.PntSum = CoordType(0, 0, 0);
lpz.LenSum = 0;
FaceIterator fi;
for (int i = 0; i < step; ++i)
{
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VertexIterator vi;
for (vi = m.vert.begin(); vi != m.vert.end(); ++vi)
TD[*vi] = lpz;
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for (fi = m.face.begin(); fi != m.face.end(); ++fi)
if (!(*fi).IsD())
for (int j = 0; j < 3; ++j)
if (!(*fi).IsB(j))
{
CoordType edge = (*fi).V1(j)->P() - (*fi).V(j)->P();
ScalarType len = Norm(edge);
edge /= len;
TD[(*fi).V(j)].PntSum += edge;
TD[(*fi).V1(j)].PntSum -= edge;
TD[(*fi).V(j)].LenSum += len;
TD[(*fi).V1(j)].LenSum += len;
}
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for (fi = m.face.begin(); fi != m.face.end(); ++fi)
if (!(*fi).IsD())
for (int j = 0; j < 3; ++j)
// se l'edge j e' di bordo si riazzera tutto e si riparte
if ((*fi).IsB(j))
{
TD[(*fi).V(j)].PntSum = CoordType(0, 0, 0);
TD[(*fi).V1(j)].PntSum = CoordType(0, 0, 0);
TD[(*fi).V(j)].LenSum = 0;
TD[(*fi).V1(j)].LenSum = 0;
}
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for (fi = m.face.begin(); fi != m.face.end(); ++fi)
if (!(*fi).IsD())
for (int j = 0; j < 3; ++j)
if ((*fi).IsB(j))
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{
CoordType edge = (*fi).V1(j)->P() - (*fi).V(j)->P();
ScalarType len = Norm(edge);
edge /= len;
TD[(*fi).V(j)].PntSum += edge;
TD[(*fi).V1(j)].PntSum -= edge;
TD[(*fi).V(j)].LenSum += len;
TD[(*fi).V1(j)].LenSum += len;
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}
// The fundamental part:
// We move the new point of a quantity
//
// L(M) = 1/Sum(edgelen) * Sum(Normalized edges)
//
for (vi = m.vert.begin(); vi != m.vert.end(); ++vi)
if (!(*vi).IsD() && TD[*vi].LenSum > 0)
{
if (!SmoothSelected || (*vi).IsS())
(*vi).P() = (*vi).P() + (TD[*vi].PntSum / TD[*vi].LenSum) * delta;
}
}
};
class LaplacianInfo
{
public:
LaplacianInfo(const CoordType &_p, const int _n) : sum(_p), cnt(_n) {}
LaplacianInfo() {}
CoordType sum;
ScalarType cnt;
};
// Classical Laplacian Smoothing. Each vertex can be moved onto the average of the adjacent vertices.
// Can smooth only the selected vertices and weight the smoothing according to the quality
// In the latter case 0 means that the vertex is not moved and 1 means that the vertex is moved onto the computed position.
//
// From the Taubin definition "A signal proc approach to fair surface design"
// We define the discrete Laplacian of a discrete surface signal by weighted averages over the neighborhoods
// \delta xi = \Sum wij (xj - xi) ;
// where xj are the adjacent vertices of xi and wij is usually 1/n_adj
//
// This function simply accumulate over a TempData all the positions of the ajacent vertices
//
static void AccumulateLaplacianInfo(MeshType &m, SimpleTempData<typename MeshType::VertContainer, LaplacianInfo> &TD, bool cotangentFlag = false)
{
float weight = 1.0f;
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//if we are applying to a tetrahedral mesh:
ForEachTetra(m, [&](MeshType::TetraType &t) {
for (int i = 0; i < 4; ++i)
if (!t.IsB(i))
{
VertexPointer v0, v1, v2;
v0 = t.V(Tetra::VofF(i, 0));
v1 = t.V(Tetra::VofF(i, 1));
v2 = t.V(Tetra::VofF(i, 2));
TD[v0].sum += v1->P() * weight;
TD[v0].sum += v2->P() * weight;
TD[v0].cnt += 2 * weight;
TD[v1].sum += v0->P() * weight;
TD[v1].sum += v2->P() * weight;
TD[v1].cnt += 2 * weight;
TD[v2].sum += v0->P() * weight;
TD[v2].sum += v1->P() * weight;
TD[v2].cnt += 2 * weight;
}
});
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ForEachTetra(m, [&](MeshType::TetraType &t) {
for (int i = 0; i < 4; ++i)
if (t.IsB(i))
{
VertexPointer v0, v1, v2;
v0 = t.V(Tetra::VofF(i, 0));
v1 = t.V(Tetra::VofF(i, 1));
v2 = t.V(Tetra::VofF(i, 2));
TD[v0].sum = v0->P();
TD[v1].sum = v1->P();
TD[v2].sum = v2->P();
TD[v0].cnt = 1;
TD[v1].cnt = 1;
TD[v2].cnt = 1;
}
});
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ForEachTetra(m, [&](MeshType::TetraType &t) {
for (int i = 0; i < 4; ++i)
if (t.IsB(i))
{
VertexPointer v0, v1, v2;
v0 = t.V(Tetra::VofF(i, 0));
v1 = t.V(Tetra::VofF(i, 1));
v2 = t.V(Tetra::VofF(i, 2));
TD[v0].sum += v1->P() * weight;
TD[v0].sum += v2->P() * weight;
TD[v0].cnt += 2 * weight;
TD[v1].sum += v0->P() * weight;
TD[v1].sum += v2->P() * weight;
TD[v1].cnt += 2 * weight;
TD[v2].sum += v0->P() * weight;
TD[v2].sum += v1->P() * weight;
TD[v2].cnt += 2 * weight;
}
});
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FaceIterator fi;
for (fi = m.face.begin(); fi != m.face.end(); ++fi)
{
if (!(*fi).IsD())
for (int j = 0; j < 3; ++j)
if (!(*fi).IsB(j))
{
if (cotangentFlag)
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{
float angle = Angle(fi->P1(j) - fi->P2(j), fi->P0(j) - fi->P2(j));
weight = tan((M_PI * 0.5) - angle);
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}
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TD[(*fi).V0(j)].sum += (*fi).P1(j) * weight;
TD[(*fi).V1(j)].sum += (*fi).P0(j) * weight;
TD[(*fi).V0(j)].cnt += weight;
TD[(*fi).V1(j)].cnt += weight;
}
}
// si azzaera i dati per i vertici di bordo
for (fi = m.face.begin(); fi != m.face.end(); ++fi)
{
if (!(*fi).IsD())
for (int j = 0; j < 3; ++j)
if ((*fi).IsB(j))
{
TD[(*fi).V0(j)].sum = (*fi).P0(j);
TD[(*fi).V1(j)].sum = (*fi).P1(j);
TD[(*fi).V0(j)].cnt = 1;
TD[(*fi).V1(j)].cnt = 1;
}
}
// se l'edge j e' di bordo si deve mediare solo con gli adiacenti
for (fi = m.face.begin(); fi != m.face.end(); ++fi)
{
if (!(*fi).IsD())
for (int j = 0; j < 3; ++j)
if ((*fi).IsB(j))
{
TD[(*fi).V(j)].sum += (*fi).V1(j)->P();
TD[(*fi).V1(j)].sum += (*fi).V(j)->P();
++TD[(*fi).V(j)].cnt;
++TD[(*fi).V1(j)].cnt;
}
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}
}
static void VertexCoordLaplacian(MeshType &m, int step, bool SmoothSelected = false, bool cotangentWeight = false, vcg::CallBackPos *cb = 0)
{
LaplacianInfo lpz(CoordType(0, 0, 0), 0);
SimpleTempData<typename MeshType::VertContainer, LaplacianInfo> TD(m.vert, lpz);
for (int i = 0; i < step; ++i)
{
if (cb)
cb(100 * i / step, "Classic Laplacian Smoothing");
TD.Init(lpz);
AccumulateLaplacianInfo(m, TD, cotangentWeight);
for (auto vi = m.vert.begin(); vi != m.vert.end(); ++vi)
if (!(*vi).IsD() && TD[*vi].cnt > 0)
{
if (!SmoothSelected || (*vi).IsS())
(*vi).P() = ((*vi).P() + TD[*vi].sum) / (TD[*vi].cnt + 1);
}
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}
}
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// Same of above but moves only the vertices that do not change FaceOrientation more that the given threshold
static void VertexCoordPlanarLaplacian(MeshType &m, int step, float AngleThrRad = math::ToRad(1.0), bool SmoothSelected = false, vcg::CallBackPos *cb = 0)
{
LaplacianInfo lpz(CoordType(0, 0, 0), 0);
SimpleTempData<typename MeshType::VertContainer, LaplacianInfo> TD(m.vert, lpz);
for (int i = 0; i < step; ++i)
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{
if (cb)
cb(100 * i / step, "Planar Laplacian Smoothing");
TD.Init(lpz);
AccumulateLaplacianInfo(m, TD);
// First normalize the AccumulateLaplacianInfo
for (auto vi = m.vert.begin(); vi != m.vert.end(); ++vi)
if (!(*vi).IsD() && TD[*vi].cnt > 0)
{
if (!SmoothSelected || (*vi).IsS())
TD[*vi].sum = ((*vi).P() + TD[*vi].sum) / (TD[*vi].cnt + 1);
}
for (auto fi = m.face.begin(); fi != m.face.end(); ++fi)
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{
if (!(*fi).IsD())
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{
for (int j = 0; j < 3; ++j)
{
if (Angle(Normal(TD[(*fi).V0(j)].sum, (*fi).P1(j), (*fi).P2(j)),
Normal((*fi).P0(j), (*fi).P1(j), (*fi).P2(j))) > AngleThrRad)
TD[(*fi).V0(j)].sum = (*fi).P0(j);
}
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}
}
for (auto fi = m.face.begin(); fi != m.face.end(); ++fi)
{
if (!(*fi).IsD())
{
for (int j = 0; j < 3; ++j)
{
if (Angle(Normal(TD[(*fi).V0(j)].sum, TD[(*fi).V1(j)].sum, (*fi).P2(j)),
Normal((*fi).P0(j), (*fi).P1(j), (*fi).P2(j))) > AngleThrRad)
{
TD[(*fi).V0(j)].sum = (*fi).P0(j);
TD[(*fi).V1(j)].sum = (*fi).P1(j);
}
}
}
}
for (auto vi = m.vert.begin(); vi != m.vert.end(); ++vi)
if (!(*vi).IsD() && TD[*vi].cnt > 0)
if (!SmoothSelected || (*vi).IsS())
(*vi).P() = TD[*vi].sum;
} // end step
}
static void VertexCoordLaplacianBlend(MeshType &m, int step, float alpha, bool SmoothSelected = false)
{
VertexIterator vi;
LaplacianInfo lpz(CoordType(0, 0, 0), 0);
assert(alpha <= 1.0);
SimpleTempData<typename MeshType::VertContainer, LaplacianInfo> TD(m.vert);
for (int i = 0; i < step; ++i)
{
TD.Init(lpz);
AccumulateLaplacianInfo(m, TD);
for (vi = m.vert.begin(); vi != m.vert.end(); ++vi)
if (!(*vi).IsD() && TD[*vi].cnt > 0)
{
if (!SmoothSelected || (*vi).IsS())
{
CoordType Delta = TD[*vi].sum / TD[*vi].cnt - (*vi).P();
(*vi).P() = (*vi).P() + Delta * alpha;
}
}
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}
}
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/* a couple of notes about the lambda mu values
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We assume that 0 < lambda , and mu is a negative scale factor such that mu < - lambda.
Holds mu+lambda < 0 (e.g in absolute value mu is greater)
let kpb be the pass-band frequency, taubin says that:
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kpb = 1/lambda + 1/mu >0
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Values of kpb from 0.01 to 0.1 produce good results according to the original paper.
kpb * mu - mu/lambda = 1
mu = 1/(kpb-1/lambda )
So if
* lambda == 0.5, kpb==0.1 -> mu = 1/(0.1 - 2) = -0.526
* lambda == 0.5, kpb==0.01 -> mu = 1/(0.01 - 2) = -0.502
*/
static void VertexCoordTaubin(MeshType &m, int step, float lambda, float mu, bool SmoothSelected = false, vcg::CallBackPos *cb = 0)
{
LaplacianInfo lpz(CoordType(0, 0, 0), 0);
SimpleTempData<typename MeshType::VertContainer, LaplacianInfo> TD(m.vert, lpz);
VertexIterator vi;
for (int i = 0; i < step; ++i)
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{
if (cb)
cb(100 * i / step, "Taubin Smoothing");
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TD.Init(lpz);
AccumulateLaplacianInfo(m, TD);
for (vi = m.vert.begin(); vi != m.vert.end(); ++vi)
if (!(*vi).IsD() && TD[*vi].cnt > 0)
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{
if (!SmoothSelected || (*vi).IsS())
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{
CoordType Delta = TD[*vi].sum / TD[*vi].cnt - (*vi).P();
(*vi).P() = (*vi).P() + Delta * lambda;
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}
}
TD.Init(lpz);
AccumulateLaplacianInfo(m, TD);
for (vi = m.vert.begin(); vi != m.vert.end(); ++vi)
if (!(*vi).IsD() && TD[*vi].cnt > 0)
{
if (!SmoothSelected || (*vi).IsS())
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{
CoordType Delta = TD[*vi].sum / TD[*vi].cnt - (*vi).P();
(*vi).P() = (*vi).P() + Delta * mu;
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}
}
} // end for step
}
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static void VertexQualityTaubin(MeshType &m, int step, float lambda, float mu, bool SmoothSelected = false, vcg::CallBackPos *cb = 0)
{
SimpleTempData<typename MeshType::VertContainer, ScalarType> OldQ(m.vert, 0);
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VertexIterator vi;
for (int i = 0; i < step; ++i)
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{
for (size_t i = 0; i < m.vert.size(); i++)
OldQ[i] = m.vert[i].Q();
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if (cb)
cb(100 * i / step, "Taubin Smoothing");
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VertexQualityLaplacian(m, 1, SmoothSelected);
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for (vi = m.vert.begin(); vi != m.vert.end(); ++vi)
{
if (!SmoothSelected || (*vi).IsS())
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{
ScalarType Delta = (*vi).Q() - OldQ[(*vi)];
(*vi).Q() = OldQ[(*vi)] + Delta * lambda;
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}
}
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for (size_t i = 0; i < m.vert.size(); i++)
OldQ[i] = m.vert[i].Q();
VertexQualityLaplacian(m, 1, SmoothSelected);
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for (vi = m.vert.begin(); vi != m.vert.end(); ++vi)
{
if (!SmoothSelected || (*vi).IsS())
{
ScalarType Delta = m.vert[i].Q() - OldQ[(*vi)];
(*vi).Q() = OldQ[(*vi)] + Delta * mu;
}
}
} // end for step
}
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static void VertexCoordLaplacianQuality(MeshType &m, int step, bool SmoothSelected = false)
{
LaplacianInfo lpz;
lpz.sum = CoordType(0, 0, 0);
lpz.cnt = 1;
SimpleTempData<typename MeshType::VertContainer, LaplacianInfo> TD(m.vert, lpz);
for (int i = 0; i < step; ++i)
{
for (VertexIterator vi = m.vert.begin(); vi != m.vert.end(); ++vi)
if (!(*vi).IsD() && TD[*vi].cnt > 0)
if (!SmoothSelected || (*vi).IsS())
{
float q = (*vi).Q();
(*vi).P() = (*vi).P() * q + (TD[*vi].sum / TD[*vi].cnt) * (1.0 - q);
}
} // end for
};
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/*
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Improved Laplacian Smoothing of Noisy Surface Meshes
J. Vollmer, R. Mencl, and H. M<EFBFBD>ller
EUROGRAPHICS Volume 18 (1999), Number 3
*/
class HCSmoothInfo
{
public:
CoordType dif;
CoordType sum;
int cnt;
};
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static void VertexCoordLaplacianHC(MeshType &m, int step, bool SmoothSelected = false)
{
ScalarType beta = 0.5;
HCSmoothInfo lpz;
lpz.sum = CoordType(0, 0, 0);
lpz.dif = CoordType(0, 0, 0);
lpz.cnt = 0;
for (int i = 0; i < step; ++i)
{
SimpleTempData<typename MeshType::VertContainer, HCSmoothInfo> TD(m.vert, lpz);
// First Loop compute the laplacian
FaceIterator fi;
for (fi = m.face.begin(); fi != m.face.end(); ++fi)
if (!(*fi).IsD())
{
for (int j = 0; j < 3; ++j)
{
TD[(*fi).V(j)].sum += (*fi).V1(j)->P();
TD[(*fi).V1(j)].sum += (*fi).V(j)->P();
++TD[(*fi).V(j)].cnt;
++TD[(*fi).V1(j)].cnt;
// se l'edge j e' di bordo si deve sommare due volte
if ((*fi).IsB(j))
{
TD[(*fi).V(j)].sum += (*fi).V1(j)->P();
TD[(*fi).V1(j)].sum += (*fi).V(j)->P();
++TD[(*fi).V(j)].cnt;
++TD[(*fi).V1(j)].cnt;
}
}
}
VertexIterator vi;
for (vi = m.vert.begin(); vi != m.vert.end(); ++vi)
if (!(*vi).IsD())
TD[*vi].sum /= (float)TD[*vi].cnt;
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// Second Loop compute average difference
for (fi = m.face.begin(); fi != m.face.end(); ++fi)
if (!(*fi).IsD())
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{
for (int j = 0; j < 3; ++j)
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{
TD[(*fi).V(j)].dif += TD[(*fi).V1(j)].sum - (*fi).V1(j)->P();
TD[(*fi).V1(j)].dif += TD[(*fi).V(j)].sum - (*fi).V(j)->P();
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// se l'edge j e' di bordo si deve sommare due volte
if ((*fi).IsB(j))
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{
TD[(*fi).V(j)].dif += TD[(*fi).V1(j)].sum - (*fi).V1(j)->P();
TD[(*fi).V1(j)].dif += TD[(*fi).V(j)].sum - (*fi).V(j)->P();
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}
}
}
for (vi = m.vert.begin(); vi != m.vert.end(); ++vi)
{
TD[*vi].dif /= (float)TD[*vi].cnt;
if (!SmoothSelected || (*vi).IsS())
(*vi).P() = TD[*vi].sum - (TD[*vi].sum - (*vi).P()) * beta + (TD[*vi].dif) * (1.f - beta);
}
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} // end for step
};
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// Laplacian smooth of the quality.
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class ColorSmoothInfo
{
public:
unsigned int r;
unsigned int g;
unsigned int b;
unsigned int a;
int cnt;
};
static void VertexColorLaplacian(MeshType &m, int step, bool SmoothSelected = false, vcg::CallBackPos *cb = 0)
{
ColorSmoothInfo csi;
csi.r = 0;
csi.g = 0;
csi.b = 0;
csi.cnt = 0;
SimpleTempData<typename MeshType::VertContainer, ColorSmoothInfo> TD(m.vert, csi);
for (int i = 0; i < step; ++i)
{
if (cb)
cb(100 * i / step, "Vertex Color Laplacian Smoothing");
VertexIterator vi;
for (vi = m.vert.begin(); vi != m.vert.end(); ++vi)
TD[*vi] = csi;
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FaceIterator fi;
for (fi = m.face.begin(); fi != m.face.end(); ++fi)
if (!(*fi).IsD())
for (int j = 0; j < 3; ++j)
if (!(*fi).IsB(j))
{
TD[(*fi).V(j)].r += (*fi).V1(j)->C()[0];
TD[(*fi).V(j)].g += (*fi).V1(j)->C()[1];
TD[(*fi).V(j)].b += (*fi).V1(j)->C()[2];
TD[(*fi).V(j)].a += (*fi).V1(j)->C()[3];
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TD[(*fi).V1(j)].r += (*fi).V(j)->C()[0];
TD[(*fi).V1(j)].g += (*fi).V(j)->C()[1];
TD[(*fi).V1(j)].b += (*fi).V(j)->C()[2];
TD[(*fi).V1(j)].a += (*fi).V(j)->C()[3];
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++TD[(*fi).V(j)].cnt;
++TD[(*fi).V1(j)].cnt;
}
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// si azzaera i dati per i vertici di bordo
for (fi = m.face.begin(); fi != m.face.end(); ++fi)
if (!(*fi).IsD())
for (int j = 0; j < 3; ++j)
if ((*fi).IsB(j))
{
TD[(*fi).V(j)] = csi;
TD[(*fi).V1(j)] = csi;
}
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// se l'edge j e' di bordo si deve mediare solo con gli adiacenti
for (fi = m.face.begin(); fi != m.face.end(); ++fi)
if (!(*fi).IsD())
for (int j = 0; j < 3; ++j)
if ((*fi).IsB(j))
{
TD[(*fi).V(j)].r += (*fi).V1(j)->C()[0];
TD[(*fi).V(j)].g += (*fi).V1(j)->C()[1];
TD[(*fi).V(j)].b += (*fi).V1(j)->C()[2];
TD[(*fi).V(j)].a += (*fi).V1(j)->C()[3];
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TD[(*fi).V1(j)].r += (*fi).V(j)->C()[0];
TD[(*fi).V1(j)].g += (*fi).V(j)->C()[1];
TD[(*fi).V1(j)].b += (*fi).V(j)->C()[2];
TD[(*fi).V1(j)].a += (*fi).V(j)->C()[3];
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++TD[(*fi).V(j)].cnt;
++TD[(*fi).V1(j)].cnt;
}
for (vi = m.vert.begin(); vi != m.vert.end(); ++vi)
if (!(*vi).IsD() && TD[*vi].cnt > 0)
if (!SmoothSelected || (*vi).IsS())
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{
(*vi).C()[0] = (unsigned int)ceil((double)(TD[*vi].r / TD[*vi].cnt));
(*vi).C()[1] = (unsigned int)ceil((double)(TD[*vi].g / TD[*vi].cnt));
(*vi).C()[2] = (unsigned int)ceil((double)(TD[*vi].b / TD[*vi].cnt));
(*vi).C()[3] = (unsigned int)ceil((double)(TD[*vi].a / TD[*vi].cnt));
}
} // end for step
};
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static void FaceColorLaplacian(MeshType &m, int step, bool SmoothSelected = false, vcg::CallBackPos *cb = 0)
{
ColorSmoothInfo csi;
csi.r = 0;
csi.g = 0;
csi.b = 0;
csi.cnt = 0;
SimpleTempData<typename MeshType::FaceContainer, ColorSmoothInfo> TD(m.face, csi);
for (int i = 0; i < step; ++i)
{
if (cb)
cb(100 * i / step, "Face Color Laplacian Smoothing");
FaceIterator fi;
for (fi = m.face.begin(); fi != m.face.end(); ++fi)
TD[*fi] = csi;
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for (fi = m.face.begin(); fi != m.face.end(); ++fi)
{
if (!(*fi).IsD())
for (int j = 0; j < 3; ++j)
if (!(*fi).IsB(j))
{
TD[*fi].r += (*fi).FFp(j)->C()[0];
TD[*fi].g += (*fi).FFp(j)->C()[1];
TD[*fi].b += (*fi).FFp(j)->C()[2];
TD[*fi].a += (*fi).FFp(j)->C()[3];
++TD[*fi].cnt;
}
}
for (fi = m.face.begin(); fi != m.face.end(); ++fi)
if (!(*fi).IsD() && TD[*fi].cnt > 0)
if (!SmoothSelected || (*fi).IsS())
{
(*fi).C()[0] = (unsigned int)ceil((float)(TD[*fi].r / TD[*fi].cnt));
(*fi).C()[1] = (unsigned int)ceil((float)(TD[*fi].g / TD[*fi].cnt));
(*fi).C()[2] = (unsigned int)ceil((float)(TD[*fi].b / TD[*fi].cnt));
(*fi).C()[3] = (unsigned int)ceil((float)(TD[*fi].a / TD[*fi].cnt));
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}
} // end for step
};
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// Laplacian smooth of the quality.
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class QualitySmoothInfo
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{
public:
ScalarType sum;
int cnt;
};
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static void PointCloudQualityAverage(MeshType &m, int neighbourSize = 8, int iter = 1)
{
tri::RequireCompactness(m);
VertexConstDataWrapper<MeshType> ww(m);
KdTree<ScalarType> kt(ww);
typename KdTree<ScalarType>::PriorityQueue pq;
for (int k = 0; k < iter; ++k)
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{
std::vector<ScalarType> newQVec(m.vn);
for (int i = 0; i < m.vn; ++i)
{
kt.doQueryK(m.vert[i].P(), neighbourSize, pq);
float qAvg = 0;
for (int j = 0; j < pq.getNofElements(); ++j)
qAvg += m.vert[pq.getIndex(j)].Q();
newQVec[i] = qAvg / float(pq.getNofElements());
}
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for (int i = 0; i < m.vn; ++i)
m.vert[i].Q() = newQVec[i];
}
}
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static void PointCloudQualityMedian(MeshType &m, int medianSize = 8)
{
tri::RequireCompactness(m);
VertexConstDataWrapper<MeshType> ww(m);
KdTree<ScalarType> kt(ww);
typename KdTree<ScalarType>::PriorityQueue pq;
std::vector<ScalarType> newQVec(m.vn);
for (int i = 0; i < m.vn; ++i)
{
kt.doQueryK(m.vert[i].P(), medianSize, pq);
std::vector<ScalarType> qVec(pq.getNofElements());
for (int j = 0; j < pq.getNofElements(); ++j)
qVec[j] = m.vert[pq.getIndex(j)].Q();
std::sort(qVec.begin(), qVec.end());
newQVec[i] = qVec[qVec.size() / 2];
}
for (int i = 0; i < m.vn; ++i)
m.vert[i].Q() = newQVec[i];
}
static void VertexQualityLaplacian(MeshType &m, int step = 1, bool SmoothSelected = false)
{
QualitySmoothInfo lpz;
lpz.sum = 0;
lpz.cnt = 0;
SimpleTempData<typename MeshType::VertContainer, QualitySmoothInfo> TD(m.vert, lpz);
//TD.Start(lpz);
for (int i = 0; i < step; ++i)
{
VertexIterator vi;
for (vi = m.vert.begin(); vi != m.vert.end(); ++vi)
TD[*vi] = lpz;
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FaceIterator fi;
for (fi = m.face.begin(); fi != m.face.end(); ++fi)
if (!(*fi).IsD())
for (int j = 0; j < (*fi).VN(); ++j)
if (!(*fi).IsB(j))
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{
TD[(*fi).V(j)].sum += (*fi).V1(j)->Q();
TD[(*fi).V1(j)].sum += (*fi).V(j)->Q();
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++TD[(*fi).V(j)].cnt;
++TD[(*fi).V1(j)].cnt;
}
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// si azzaera i dati per i vertici di bordo
for (fi = m.face.begin(); fi != m.face.end(); ++fi)
if (!(*fi).IsD())
for (int j = 0; j < (*fi).VN(); ++j)
if ((*fi).IsB(j))
{
TD[(*fi).V(j)] = lpz;
TD[(*fi).V1(j)] = lpz;
}
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// se l'edge j e' di bordo si deve mediare solo con gli adiacenti
for (fi = m.face.begin(); fi != m.face.end(); ++fi)
if (!(*fi).IsD())
for (int j = 0; j < (*fi).VN(); ++j)
if ((*fi).IsB(j))
{
TD[(*fi).V(j)].sum += (*fi).V1(j)->Q();
TD[(*fi).V1(j)].sum += (*fi).V(j)->Q();
++TD[(*fi).V(j)].cnt;
++TD[(*fi).V1(j)].cnt;
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}
//VertexIterator vi;
for (vi = m.vert.begin(); vi != m.vert.end(); ++vi)
if (!(*vi).IsD() && TD[*vi].cnt > 0)
if (!SmoothSelected || (*vi).IsS())
(*vi).Q() = TD[*vi].sum / TD[*vi].cnt;
}
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//TD.Stop();
};
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static void VertexNormalLaplacian(MeshType &m, int step, bool SmoothSelected = false)
{
LaplacianInfo lpz;
lpz.sum = CoordType(0, 0, 0);
lpz.cnt = 0;
SimpleTempData<typename MeshType::VertContainer, LaplacianInfo> TD(m.vert, lpz);
for (int i = 0; i < step; ++i)
{
VertexIterator vi;
for (vi = m.vert.begin(); vi != m.vert.end(); ++vi)
TD[*vi] = lpz;
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FaceIterator fi;
for (fi = m.face.begin(); fi != m.face.end(); ++fi)
if (!(*fi).IsD())
for (int j = 0; j < 3; ++j)
if (!(*fi).IsB(j))
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{
TD[(*fi).V(j)].sum += (*fi).V1(j)->N();
TD[(*fi).V1(j)].sum += (*fi).V(j)->N();
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++TD[(*fi).V(j)].cnt;
++TD[(*fi).V1(j)].cnt;
}
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// si azzaera i dati per i vertici di bordo
for (fi = m.face.begin(); fi != m.face.end(); ++fi)
if (!(*fi).IsD())
for (int j = 0; j < 3; ++j)
if ((*fi).IsB(j))
{
TD[(*fi).V(j)] = lpz;
TD[(*fi).V1(j)] = lpz;
}
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// se l'edge j e' di bordo si deve mediare solo con gli adiacenti
for (fi = m.face.begin(); fi != m.face.end(); ++fi)
if (!(*fi).IsD())
for (int j = 0; j < 3; ++j)
if ((*fi).IsB(j))
{
TD[(*fi).V(j)].sum += (*fi).V1(j)->N();
TD[(*fi).V1(j)].sum += (*fi).V(j)->N();
++TD[(*fi).V(j)].cnt;
++TD[(*fi).V1(j)].cnt;
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}
//VertexIterator vi;
for (vi = m.vert.begin(); vi != m.vert.end(); ++vi)
if (!(*vi).IsD() && TD[*vi].cnt > 0)
if (!SmoothSelected || (*vi).IsS())
(*vi).N() = TD[*vi].sum / TD[*vi].cnt;
}
};
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// Smooth solo lungo la direzione di vista
// alpha e' compreso fra 0(no smoot) e 1 (tutto smoot)
// Nota che se smootare il bordo puo far fare bandierine.
static void VertexCoordViewDepth(MeshType &m,
const CoordType &viewpoint,
const ScalarType alpha,
int step, bool SmoothBorder = false)
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{
LaplacianInfo lpz;
lpz.sum = CoordType(0, 0, 0);
lpz.cnt = 0;
SimpleTempData<typename MeshType::VertContainer, LaplacianInfo> TD(m.vert, lpz);
for (int i = 0; i < step; ++i)
{
VertexIterator vi;
for (vi = m.vert.begin(); vi != m.vert.end(); ++vi)
TD[*vi] = lpz;
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FaceIterator fi;
for (fi = m.face.begin(); fi != m.face.end(); ++fi)
if (!(*fi).IsD())
for (int j = 0; j < 3; ++j)
if (!(*fi).IsB(j))
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{
TD[(*fi).V(j)].sum += (*fi).V1(j)->cP();
TD[(*fi).V1(j)].sum += (*fi).V(j)->cP();
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++TD[(*fi).V(j)].cnt;
++TD[(*fi).V1(j)].cnt;
}
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// si azzaera i dati per i vertici di bordo
for (fi = m.face.begin(); fi != m.face.end(); ++fi)
if (!(*fi).IsD())
for (int j = 0; j < 3; ++j)
if ((*fi).IsB(j))
{
TD[(*fi).V(j)] = lpz;
TD[(*fi).V1(j)] = lpz;
}
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// se l'edge j e' di bordo si deve mediare solo con gli adiacenti
if (SmoothBorder)
for (fi = m.face.begin(); fi != m.face.end(); ++fi)
if (!(*fi).IsD())
for (int j = 0; j < 3; ++j)
if ((*fi).IsB(j))
{
TD[(*fi).V(j)].sum += (*fi).V1(j)->cP();
TD[(*fi).V1(j)].sum += (*fi).V(j)->cP();
++TD[(*fi).V(j)].cnt;
++TD[(*fi).V1(j)].cnt;
}
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for (vi = m.vert.begin(); vi != m.vert.end(); ++vi)
if (!(*vi).IsD() && TD[*vi].cnt > 0)
{
CoordType np = TD[*vi].sum / TD[*vi].cnt;
CoordType d = (*vi).cP() - viewpoint;
d.Normalize();
ScalarType s = d.dot(np - (*vi).cP());
(*vi).P() += d * (s * alpha);
}
}
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}
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/****************************************************************************************************************/
/****************************************************************************************************************/
// Paso Double Smoothing
// The proposed
// approach is a two step method where in the first step the face normals
// are adjusted and then, in a second phase, the vertex positions are updated.
// Ref:
// A. Belyaev and Y. Ohtake, A Comparison of Mesh Smoothing Methods, Proc. Israel-Korea Bi-Nat"l Conf. Geometric Modeling and Computer Graphics, pp. 83-87, 2003.
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/****************************************************************************************************************/
/****************************************************************************************************************/
// Classi di info
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class PDVertInfo
{
public:
CoordType np;
};
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class PDFaceInfo
{
public:
PDFaceInfo() {}
PDFaceInfo(const CoordType &_m) : m(_m) {}
CoordType m;
};
/***************************************************************************/
// Paso Doble Step 1 compute the smoothed normals
/***************************************************************************/
// Requirements:
// VF Topology
// Normalized Face Normals
//
// This is the Normal Smoothing approach of Shen and Berner
// Fuzzy Vector Median-Based Surface Smoothing TVCG 2004
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void FaceNormalFuzzyVectorSB(MeshType &m,
SimpleTempData<typename MeshType::FaceContainer, PDFaceInfo> &TD,
ScalarType sigma)
{
int i;
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FaceIterator fi;
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for (fi = m.face.begin(); fi != m.face.end(); ++fi)
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{
CoordType bc = (*fi).Barycenter();
// 1) Clear all the visited flag of faces that are vertex-adjacent to fi
for (i = 0; i < 3; ++i)
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{
vcg::face::VFIterator<FaceType> ep(&*fi, i);
while (!ep.End())
{
ep.f->ClearV();
++ep;
}
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}
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// 1) Effectively average the normals weighting them with
(*fi).SetV();
CoordType mm = CoordType(0, 0, 0);
for (i = 0; i < 3; ++i)
{
vcg::face::VFIterator<FaceType> ep(&*fi, i);
while (!ep.End())
{
if (!(*ep.f).IsV())
{
if (sigma > 0)
{
ScalarType dd = SquaredDistance(ep.f->Barycenter(), bc);
ScalarType ang = AngleN(ep.f->N(), (*fi).N());
mm += ep.f->N() * exp((-sigma) * ang * ang / dd);
}
else
mm += ep.f->N();
(*ep.f).SetV();
}
++ep;
}
}
mm.Normalize();
TD[*fi].m = mm;
}
}
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// Replace the normal of the face with the average of normals of the vertex adijacent faces.
// Normals are weighted with face area.
// It assumes that:
// VF adjacency is present.
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static void FaceNormalLaplacianVF(MeshType &m)
{
tri::RequireVFAdjacency(m);
PDFaceInfo lpzf(CoordType(0, 0, 0));
SimpleTempData<typename MeshType::FaceContainer, PDFaceInfo> TDF(m.face, lpzf);
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tri::UpdateNormal<MeshType>::NormalizePerFaceByArea(m);
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for (FaceIterator fi = m.face.begin(); fi != m.face.end(); ++fi)
if (!(*fi).IsD())
{
// 1) Clear all the visited flag of faces that are vertex-adjacent to fi
for (int i = 0; i < 3; ++i)
{
VFLocalIterator ep(&*fi, i);
for (; !ep.End(); ++ep)
ep.f->ClearV();
}
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// 2) Effectively average the normals
CoordType normalSum = (*fi).N();
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for (int i = 0; i < 3; ++i)
{
VFLocalIterator ep(&*fi, i);
for (; !ep.End(); ++ep)
{
if (!(*ep.f).IsV())
{
normalSum += ep.f->N();
(*ep.f).SetV();
}
}
}
normalSum.Normalize();
TDF[*fi].m = normalSum;
}
for (FaceIterator fi = m.face.begin(); fi != m.face.end(); ++fi)
(*fi).N() = TDF[*fi].m;
tri::UpdateNormal<MeshType>::NormalizePerFace(m);
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}
// Replace the normal of the face with the average of normals of the face adijacent faces.
// Normals are weighted with face area.
// It assumes that:
// Normals are normalized:
// FF adjacency is present.
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static void FaceNormalLaplacianFF(MeshType &m, int step = 1, bool SmoothSelected = false)
{
PDFaceInfo lpzf(CoordType(0, 0, 0));
SimpleTempData<typename MeshType::FaceContainer, PDFaceInfo> TDF(m.face, lpzf);
tri::RequireFFAdjacency(m);
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FaceIterator fi;
tri::UpdateNormal<MeshType>::NormalizePerFaceByArea(m);
for (int iStep = 0; iStep < step; ++iStep)
{
for (fi = m.face.begin(); fi != m.face.end(); ++fi)
if (!(*fi).IsD())
{
CoordType normalSum = (*fi).N();
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for (int i = 0; i < 3; ++i)
normalSum += (*fi).FFp(i)->N();
TDF[*fi].m = normalSum;
}
for (fi = m.face.begin(); fi != m.face.end(); ++fi)
if (!SmoothSelected || (*fi).IsS())
(*fi).N() = TDF[*fi].m;
tri::UpdateNormal<MeshType>::NormalizePerFace(m);
}
}
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/***************************************************************************/
// Paso Doble Step 1 compute the smoothed normals
/***************************************************************************/
// Requirements:
// VF Topology
// Normalized Face Normals
//
// This is the Normal Smoothing approach based on a angle thresholded weighting
// sigma is in the 0 .. 1 range, it represent the cosine of a threshold angle.
// sigma == 0 All the normals are averaged
// sigma == 1 Nothing is averaged.
// Only within the specified range are averaged toghether. The averagin is weighted with the
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static void FaceNormalAngleThreshold(MeshType &m,
SimpleTempData<typename MeshType::FaceContainer, PDFaceInfo> &TD,
ScalarType sigma)
{
for (FaceIterator fi = m.face.begin(); fi != m.face.end(); ++fi)
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{
// 1) Clear all the visited flag of faces that are vertex-adjacent to fi
for (int i = 0; i < 3; ++i)
{
VFLocalIterator ep(&*fi, i);
for (; !ep.End(); ++ep)
ep.f->ClearV();
}
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// 1) Effectively average the normals weighting them with the squared difference of the angle similarity
// sigma is the cosine of a threshold angle. sigma \in 0..1
// sigma == 0 All the normals are averaged
// sigma == 1 Nothing is averaged.
// The averaging is weighted with the difference between normals. more similar the normal more important they are.
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CoordType normalSum = CoordType(0, 0, 0);
for (int i = 0; i < 3; ++i)
{
VFLocalIterator ep(&*fi, i);
for (; !ep.End(); ++ep)
{
if (!(*ep.f).IsV())
{
ScalarType cosang = ep.f->N().dot((*fi).N());
// Note that if two faces form an angle larger than 90 deg, their contribution should be very very small.
// Without this clamping
cosang = math::Clamp(cosang, ScalarType(0.0001), ScalarType(1.f));
if (cosang >= sigma)
{
ScalarType w = cosang - sigma;
normalSum += ep.f->N() * (w * w); // similar normals have a cosang very close to 1 so cosang - sigma is maximized
}
(*ep.f).SetV();
}
}
}
normalSum.Normalize();
TD[*fi].m = normalSum;
}
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for (FaceIterator fi = m.face.begin(); fi != m.face.end(); ++fi)
(*fi).N() = TD[*fi].m;
}
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/****************************************************************************************************************/
// Restituisce il gradiente dell'area del triangolo nel punto p.
// Nota che dovrebbe essere sempre un vettore che giace nel piano del triangolo e perpendicolare al lato opposto al vertice p.
// Ottimizzato con Maple e poi pesantemente a mano.
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static CoordType TriAreaGradient(CoordType &p, CoordType &p0, CoordType &p1)
{
CoordType dd = p1 - p0;
CoordType d0 = p - p0;
CoordType d1 = p - p1;
CoordType grad;
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ScalarType t16 = d0[1] * d1[2] - d0[2] * d1[1];
ScalarType t5 = -d0[2] * d1[0] + d0[0] * d1[2];
ScalarType t4 = -d0[0] * d1[1] + d0[1] * d1[0];
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ScalarType delta = sqrtf(t4 * t4 + t5 * t5 + t16 * t16);
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grad[0] = (t5 * (-dd[2]) + t4 * (dd[1])) / delta;
grad[1] = (t16 * (-dd[2]) + t4 * (-dd[0])) / delta;
grad[2] = (t16 * (dd[1]) + t5 * (dd[0])) / delta;
return grad;
}
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template <class ScalarType>
static CoordType CrossProdGradient(CoordType &p, CoordType &p0, CoordType &p1, CoordType &m)
{
CoordType grad;
CoordType p00 = p0 - p;
CoordType p01 = p1 - p;
grad[0] = (-p00[2] + p01[2]) * m[1] + (-p01[1] + p00[1]) * m[2];
grad[1] = (-p01[2] + p00[2]) * m[0] + (-p00[0] + p01[0]) * m[2];
grad[2] = (-p00[1] + p01[1]) * m[0] + (-p01[0] + p00[0]) * m[1];
return grad;
}
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/*
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Deve Calcolare il gradiente di
E(p) = A(p,p0,p1) (n - m)^2 =
A(...) (2-2nm) =
(p0-p)^(p1-p)
2A - 2A * ------------- m =
2A
2A - 2 (p0-p)^(p1-p) * m
*/
static CoordType FaceErrorGrad(CoordType &p, CoordType &p0, CoordType &p1, CoordType &m)
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{
return TriAreaGradient(p, p0, p1) * 2.0f - CrossProdGradient(p, p0, p1, m) * 2.0f;
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}
/***************************************************************************/
// Paso Doble Step 2 Fitta la mesh a un dato insieme di normali
/***************************************************************************/
static void FitMesh(MeshType &m,
SimpleTempData<typename MeshType::VertContainer, PDVertInfo> &TDV,
SimpleTempData<typename MeshType::FaceContainer, PDFaceInfo> &TDF,
float lambda)
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{
vcg::face::VFIterator<FaceType> ep;
VertexIterator vi;
for (vi = m.vert.begin(); vi != m.vert.end(); ++vi)
{
CoordType ErrGrad = CoordType(0, 0, 0);
ep.f = (*vi).VFp();
ep.z = (*vi).VFi();
while (!ep.End())
{
ErrGrad += FaceErrorGrad(ep.f->V(ep.z)->P(), ep.f->V1(ep.z)->P(), ep.f->V2(ep.z)->P(), TDF[ep.f].m);
++ep;
}
TDV[*vi].np = (*vi).P() - ErrGrad * (ScalarType)lambda;
}
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for (vi = m.vert.begin(); vi != m.vert.end(); ++vi)
(*vi).P() = TDV[*vi].np;
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}
/****************************************************************************************************************/
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static void FastFitMesh(MeshType &m,
SimpleTempData<typename MeshType::VertContainer, PDVertInfo> &TDV,
//SimpleTempData<typename MeshType::FaceContainer, PDFaceInfo> &TDF,
bool OnlySelected = false)
{
//vcg::face::Pos<FaceType> ep;
vcg::face::VFIterator<FaceType> ep;
VertexIterator vi;
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for (vi = m.vert.begin(); vi != m.vert.end(); ++vi)
{
CoordType Sum(0, 0, 0);
ScalarType cnt = 0;
VFLocalIterator ep(&*vi);
for (; !ep.End(); ++ep)
{
CoordType bc = Barycenter<FaceType>(*ep.F());
Sum += ep.F()->N() * (ep.F()->N().dot(bc - (*vi).P()));
++cnt;
}
TDV[*vi].np = (*vi).P() + Sum * (1.0 / cnt);
}
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if (OnlySelected)
{
for (vi = m.vert.begin(); vi != m.vert.end(); ++vi)
if ((*vi).IsS())
(*vi).P() = TDV[*vi].np;
}
else
{
for (vi = m.vert.begin(); vi != m.vert.end(); ++vi)
(*vi).P() = TDV[*vi].np;
}
}
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// The sigma parameter affect the normal smoothing step
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static void VertexCoordPasoDoble(MeshType &m, int NormalSmoothStep, typename MeshType::ScalarType Sigma = 0, int FitStep = 50, bool SmoothSelected = false)
{
tri::RequireCompactness(m);
tri::RequireVFAdjacency(m);
PDVertInfo lpzv;
lpzv.np = CoordType(0, 0, 0);
PDFaceInfo lpzf(CoordType(0, 0, 0));
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assert(HasPerVertexVFAdjacency(m) && HasPerFaceVFAdjacency(m));
SimpleTempData<typename MeshType::VertContainer, PDVertInfo> TDV(m.vert, lpzv);
SimpleTempData<typename MeshType::FaceContainer, PDFaceInfo> TDF(m.face, lpzf);
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for (int j = 0; j < NormalSmoothStep; ++j)
FaceNormalAngleThreshold(m, TDF, Sigma);
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for (int j = 0; j < FitStep; ++j)
FastFitMesh(m, TDV, SmoothSelected);
}
static void VertexNormalPointCloud(MeshType &m, int neighborNum, int iterNum, KdTree<ScalarType> *tp = 0)
{
SimpleTempData<typename MeshType::VertContainer, CoordType> TD(m.vert, CoordType(0, 0, 0));
VertexConstDataWrapper<MeshType> ww(m);
KdTree<ScalarType> *tree = 0;
if (tp == 0)
tree = new KdTree<ScalarType>(ww);
else
tree = tp;
typename KdTree<ScalarType>::PriorityQueue nq;
// tree->setMaxNofNeighbors(neighborNum);
for (int ii = 0; ii < iterNum; ++ii)
{
for (VertexIterator vi = m.vert.begin(); vi != m.vert.end(); ++vi)
{
tree->doQueryK(vi->cP(), neighborNum, nq);
int neighbours = nq.getNofElements();
for (int i = 0; i < neighbours; i++)
{
int neightId = nq.getIndex(i);
if (m.vert[neightId].cN() * vi->cN() > 0)
TD[vi] += m.vert[neightId].cN();
else
TD[vi] -= m.vert[neightId].cN();
}
}
for (VertexIterator vi = m.vert.begin(); vi != m.vert.end(); ++vi)
{
vi->N() = TD[vi];
TD[vi] = CoordType(0, 0, 0);
}
tri::UpdateNormal<MeshType>::NormalizePerVertex(m);
}
if (tp == 0)
delete tree;
}
//! Laplacian smoothing with a reprojection on a target surface.
// grid must be a spatial index that contains all triangular faces of the target mesh gridmesh
template <class GRID, class MeshTypeTri>
static void VertexCoordLaplacianReproject(MeshType &m, GRID &grid, MeshTypeTri &gridmesh)
{
for (VertexIterator vi = m.vert.begin(); vi != m.vert.end(); ++vi)
{
if (!(*vi).IsD())
VertexCoordLaplacianReproject(m, grid, gridmesh, &*vi);
}
}
template <class GRID, class MeshTypeTri>
static void VertexCoordLaplacianReproject(MeshType &m, GRID &grid, MeshTypeTri &gridmesh, typename MeshType::VertexType *vp)
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{
assert(MeshType::HEdgeType::HasHVAdjacency());
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// compute barycenter
typedef std::vector<VertexPointer> VertexSet;
VertexSet verts;
verts = HalfEdgeTopology<MeshType>::getVertices(vp);
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typename MeshType::CoordType ct(0, 0, 0);
for (typename VertexSet::iterator it = verts.begin(); it != verts.end(); ++it)
{
ct += (*it)->P();
}
ct /= verts.size();
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// move vertex
vp->P() = ct;
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vector<FacePointer> faces2 = HalfEdgeTopology<MeshType>::get_incident_faces(vp);
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// estimate normal
typename MeshType::CoordType avgn(0, 0, 0);
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for (unsigned int i = 0; i < faces2.size(); i++)
if (faces2[i])
{
vector<VertexPointer> vertices = HalfEdgeTopology<MeshType>::getVertices(faces2[i]);
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assert(vertices.size() == 4);
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avgn += vcg::Normal<typename MeshType::CoordType>(vertices[0]->cP(), vertices[1]->cP(), vertices[2]->cP());
avgn += vcg::Normal<typename MeshType::CoordType>(vertices[2]->cP(), vertices[3]->cP(), vertices[0]->cP());
}
avgn.Normalize();
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// reproject
ScalarType diag = m.bbox.Diag();
typename MeshType::CoordType raydir = avgn;
Ray3<typename MeshType::ScalarType> ray;
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ray.SetOrigin(vp->P());
ScalarType t;
typename MeshTypeTri::FaceType *f = 0;
typename MeshTypeTri::FaceType *fr = 0;
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vector<typename MeshTypeTri::CoordType> closests;
vector<typename MeshTypeTri::ScalarType> minDists;
vector<typename MeshTypeTri::FaceType *> faces;
ray.SetDirection(-raydir);
f = vcg::tri::DoRay<MeshTypeTri, GRID>(gridmesh, grid, ray, diag / 4.0, t);
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if (f)
{
closests.push_back(ray.Origin() + ray.Direction() * t);
minDists.push_back(fabs(t));
faces.push_back(f);
}
ray.SetDirection(raydir);
fr = vcg::tri::DoRay<MeshTypeTri, GRID>(gridmesh, grid, ray, diag / 4.0, t);
if (fr)
{
closests.push_back(ray.Origin() + ray.Direction() * t);
minDists.push_back(fabs(t));
faces.push_back(fr);
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}
if (fr)
if (fr->N() * raydir < 0)
fr = 0; // discard: inverse normal;
typename MeshType::CoordType newPos;
if (minDists.size() == 0)
{
newPos = vp->P();
f = 0;
}
else
{
int minI = std::min_element(minDists.begin(), minDists.end()) - minDists.begin();
newPos = closests[minI];
f = faces[minI];
}
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if (f)
vp->P() = newPos;
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}
}; //end Smooth class
} // End namespace tri
} // End namespace vcg
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#endif // VCG_SMOOTH