vcglib/vcg/complex/algorithms/voronoi_clustering.h

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/****************************************************************************
* MeshLab o o *
* A versatile mesh processing toolbox o o *
* _ O _ *
* Copyright(C) 2005 \/)\/ *
* 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 VORONOI_PROCESSING_H
#define VORONOI_PROCESSING_H
#include <vcg/complex/algorithms/geodesic.h>
#include <vcg/complex/algorithms/update/color.h>
namespace vcg
{
namespace tri
{
template <class MeshType>
class ClusteringSampler
{
public:
typedef typename MeshType::VertexType VertexType;
ClusteringSampler(std::vector<VertexType *> &_vec): sampleVec(_vec)
{
sampleVec = _vec;
}
std::vector<VertexType *> &sampleVec;
void AddVert(const VertexType &p)
{
sampleVec.push_back((VertexType *)(&p));
}
}; // end class ClusteringSampler
struct VoronoiProcessingParameter
{
enum {
None=0,
DistanceFromSeed=1,
DistanceFromBorder=2,
RegionArea=3
};
VoronoiProcessingParameter()
{
colorStrategy = DistanceFromSeed;
areaThresholdPerc=0;
deleteUnreachedRegionFlag=false;
fixSelectedSeed=false;
collapseShortEdge=false;
collapseShortEdgePerc = 0.01f;
triangulateRegion=false;
}
int colorStrategy;
float areaThresholdPerc;
bool deleteUnreachedRegionFlag;
bool fixSelectedSeed;
bool triangulateRegion;
bool collapseShortEdge;
float collapseShortEdgePerc;
};
template <class MeshType, class DistanceFunctor = EuclideanDistance<MeshType> >
class VoronoiProcessing
{
typedef typename MeshType::CoordType CoordType;
typedef typename MeshType::ScalarType ScalarType;
typedef typename MeshType::VertexType VertexType;
typedef typename MeshType::VertexPointer VertexPointer;
typedef typename MeshType::VertexIterator VertexIterator;
typedef typename MeshType::FacePointer FacePointer;
typedef typename MeshType::FaceIterator FaceIterator;
typedef typename MeshType::FaceType FaceType;
typedef typename MeshType::FaceContainer FaceContainer;
public:
// Given a vector of point3f it finds the closest vertices on the mesh.
static void SeedToVertexConversion(MeshType &m,std::vector<CoordType> &seedPVec,std::vector<VertexType *> &seedVVec)
{
typedef typename vcg::SpatialHashTable<VertexType, ScalarType> HashVertexGrid;
seedVVec.clear();
HashVertexGrid HG;
HG.Set(m.vert.begin(),m.vert.end());
const float dist_upper_bound=m.bbox.Diag()/10.0;
typename std::vector<CoordType>::iterator pi;
for(pi=seedPVec.begin();pi!=seedPVec.end();++pi)
{
float dist;
VertexPointer vp;
vp=tri::GetClosestVertex<MeshType,HashVertexGrid>(m, HG, *pi, dist_upper_bound, dist);
if(vp)
{
seedVVec.push_back(vp);
}
}
}
typedef typename MeshType::template PerVertexAttributeHandle<VertexPointer> PerVertexPointerHandle;
typedef typename MeshType::template PerFaceAttributeHandle<VertexPointer> PerFacePointerHandle;
static void ComputePerVertexSources(MeshType &m, std::vector<VertexType *> &seedVec, DistanceFunctor &df)
{
tri::Allocator<MeshType>::DeletePerVertexAttribute(m,"sources"); // delete any conflicting handle regardless of the type...
PerVertexPointerHandle vertexSources = tri::Allocator<MeshType>:: template AddPerVertexAttribute<VertexPointer> (m,"sources");
tri::Allocator<MeshType>::DeletePerFaceAttribute(m,"sources"); // delete any conflicting handle regardless of the type...
PerFacePointerHandle faceSources = tri::Allocator<MeshType>:: template AddPerFaceAttribute<VertexPointer> (m,"sources");
assert(tri::Allocator<MeshType>::IsValidHandle(m,vertexSources));
tri::Geodesic<MeshType>::Compute(m,seedVec,df,std::numeric_limits<ScalarType>::max(),0,&vertexSources);
}
static void VoronoiColoring(MeshType &m, std::vector<VertexType *> &seedVec, bool frontierFlag=true)
{
PerVertexPointerHandle sources = tri::Allocator<MeshType>:: template GetPerVertexAttribute<VertexPointer> (m,"sources");
assert(tri::Allocator<MeshType>::IsValidHandle(m,sources));
tri::Geodesic<MeshType> g;
VertexPointer farthest;
if(frontierFlag)
{
//static_cast<VertexPointer>(NULL) has been introduced just to avoid an error in the MSVS2010's compiler confusing pointer with int. You could use nullptr to avoid it, but it's not supported by all compilers.
//The error should have been removed from MSVS2012
std::pair<float,VertexPointer> zz(0.0f,static_cast<VertexPointer>(NULL));
std::vector< std::pair<float,VertexPointer> > regionArea(m.vert.size(),zz);
std::vector<VertexPointer> borderVec;
GetAreaAndFrontier(m, sources, regionArea, borderVec);
tri::Geodesic<MeshType>::Compute(m,borderVec);
}
tri::UpdateColor<MeshType>::PerVertexQualityRamp(m);
}
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// It associates the faces with a given vertex according to the vertex associations
//
// It READS the PerVertex attribute 'sources'
// It WRITES the PerFace attribute 'sources'
static void FaceAssociateRegion(MeshType &m)
{
PerFacePointerHandle faceSources = tri::Allocator<MeshType>:: template GetPerFaceAttribute<VertexPointer> (m,"sources");
PerVertexPointerHandle vertexSources = tri::Allocator<MeshType>:: template GetPerVertexAttribute<VertexPointer> (m,"sources");
for(FaceIterator fi=m.face.begin();fi!=m.face.end();++fi)
{
faceSources[fi]=0;
std::vector<VertexPointer> vp(3);
for(int i=0;i<3;++i) vp[i]=vertexSources[fi->V(i)];
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for(int i=0;i<3;++i) // First try to associate to the most reached vertex
{
if(vp[0]==vp[1] && vp[0]==vp[2]) faceSources[fi] = vp[0];
else
{
if(vp[0]==vp[1] && vp[0]->Q()< vp[2]->Q()) faceSources[fi] = vp[0];
if(vp[0]==vp[2] && vp[0]->Q()< vp[1]->Q()) faceSources[fi] = vp[0];
if(vp[1]==vp[2] && vp[1]->Q()< vp[0]->Q()) faceSources[fi] = vp[1];
}
}
}
tri::UpdateTopology<MeshType>::FaceFace(m);
int unassCnt=0;
do
{
unassCnt=0;
for(FaceIterator fi=m.face.begin();fi!=m.face.end();++fi)
{
if(faceSources[fi]==0)
{
std::vector<VertexPointer> vp(3);
for(int i=0;i<3;++i)
vp[i]=faceSources[fi->FFp(i)];
if(vp[0]!=0 && (vp[0]==vp[1] || vp[0]==vp[2]))
faceSources[fi] = vp[0];
else if(vp[1]!=0 && (vp[1]==vp[2]))
faceSources[fi] = vp[1];
else
faceSources[fi] = std::max(vp[0],std::max(vp[1],vp[2]));
if(faceSources[fi]==0) unassCnt++;
}
}
}
while(unassCnt>0);
}
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// Select all the faces with a given source vertex <vp>
// It reads the PerFace attribute 'sources'
static int FaceSelectAssociateRegion(MeshType &m, VertexPointer vp)
{
PerFacePointerHandle sources = tri::Allocator<MeshType>:: template FindPerFaceAttribute<VertexPointer> (m,"sources");
assert(tri::Allocator<MeshType>::IsValidHandle(m,sources));
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tri::UpdateSelection<MeshType>::Clear(m);
int selCnt=0;
for(FaceIterator fi=m.face.begin();fi!=m.face.end();++fi)
{
if(sources[fi]==vp)
{
fi->SetS();
++selCnt;
}
}
return selCnt;
}
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// Given a seed <vp>, it selects all the faces that have the minimal distance vertex sourced by the given <vp>.
// <vp> can be null (it search for unreached faces...)
// returns the number of selected faces;
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//
// It reads the PerVertex attribute 'sources'
static int FaceSelectRegion(MeshType &m, VertexPointer vp)
{
PerVertexPointerHandle sources = tri::Allocator<MeshType>:: template GetPerVertexAttribute<VertexPointer> (m,"sources");
assert(tri::Allocator<MeshType>::IsValidHandle(m,sources));
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tri::UpdateSelection<MeshType>::Clear(m);
int selCnt=0;
for(FaceIterator fi=m.face.begin();fi!=m.face.end();++fi)
{
int minInd = 0; float minVal=std::numeric_limits<float>::max();
for(int i=0;i<3;++i)
{
if((*fi).V(i)->Q()<minVal)
{
minInd=i;
minVal=(*fi).V(i)->Q();
}
}
if( sources[(*fi).V(minInd)] == vp)
{
fi->SetS();
selCnt++;
}
}
return selCnt;
}
/// Given a mesh with for each vertex the link to the closest seed
/// (e.g. for all vertexes we know what is the corresponding voronoi region)
/// we compute:
/// area of all the voronoi regions
/// the vector of the frontier vertexes (e.g. vert of faces shared by two regions)
/// the vector of the corner faces (ie the faces shared exactly by three regions)
/// the vector of the frontier faces that are on the boundary.
///
/// Area is computed only for triangles that fully belong to a given source.
static void GetAreaAndFrontier(MeshType &m, PerVertexPointerHandle &sources,
std::vector< std::pair<float, VertexPointer> > &regionArea, // for each seed we store area
std::vector<VertexPointer> &frontierVec)
{
tri::UpdateFlags<MeshType>::VertexClearV(m);
frontierVec.clear();
for(FaceIterator fi=m.face.begin();fi!=m.face.end();++fi)
{
VertexPointer s0 = sources[(*fi).V(0)];
VertexPointer s1 = sources[(*fi).V(1)];
VertexPointer s2 = sources[(*fi).V(2)];
if((s0 != s1) || (s0 != s2) )
{
for(int i=0;i<3;++i)
if(!fi->V(i)->IsV())
{
frontierVec.push_back(fi->V(i));
fi->V(i)->SetV();
}
}
else // the face belongs to a single region; accumulate area;
{
if(s0 != 0)
{
int seedIndex = tri::Index(m,s0);
regionArea[seedIndex].first+=DoubleArea(*fi)*0.5f;
regionArea[seedIndex].second=s0;
}
}
}
}
static void GetFaceCornerVec(MeshType &m, PerVertexPointerHandle &sources,
std::vector<FacePointer> &cornerVec,
std::vector<FacePointer> &borderCornerVec)
{
tri::UpdateFlags<MeshType>::VertexClearV(m);
cornerVec.clear();
for(FaceIterator fi=m.face.begin();fi!=m.face.end();++fi)
{
VertexPointer s0 = sources[(*fi).V(0)];
VertexPointer s1 = sources[(*fi).V(1)];
VertexPointer s2 = sources[(*fi).V(2)];
if(s1!=s2 && s0!=s1 && s0!=s2) {
cornerVec.push_back(&*fi);
}
else
{
if(isBorderCorner(&*fi,sources))
borderCornerVec.push_back(&*fi);
}
}
}
static bool isBorderCorner(FaceType *f, typename MeshType::template PerVertexAttributeHandle<VertexPointer> &sources)
{
for(int i=0;i<3;++i)
{
if(sources[(*f).V0(i)] != sources[(*f).V1(i)] && f->IsB(i))
return true;
}
return false;
}
static VertexPointer CommonSourceBetweenBorderCorner(FacePointer f0, FacePointer f1, typename MeshType::template PerVertexAttributeHandle<VertexPointer> &sources)
{
assert(isBorderCorner(f0,sources));
assert(isBorderCorner(f1,sources));
int b0 =-1,b1=-1;
for(int i=0;i<3;++i)
{
if(face::IsBorder(*f0,i)) b0=i;
if(face::IsBorder(*f1,i)) b1=i;
}
assert(b0!=-1 && b1!=-1);
if( (sources[f0->V0(b0)] == sources[f1->V0(b1)]) || (sources[f0->V0(b0)] == sources[f1->V1(b1)]) )
return sources[f0->V0(b0)];
if( (sources[f0->V1(b0)] == sources[f1->V0(b1)]) || (sources[f0->V1(b0)] == sources[f1->V1(b1)]) )
return sources[f0->V1(b0)];
assert(0);
return 0;
}
static void ConvertVoronoiDiagramToMesh(MeshType &m,
MeshType &outMesh, MeshType &outPoly,
std::vector<VertexType *> &seedVec,
DistanceFunctor &df, VoronoiProcessingParameter &vpp )
{
typename MeshType::template PerVertexAttributeHandle<VertexPointer> sources;
sources = tri::Allocator<MeshType>:: template GetPerVertexAttribute<VertexPointer> (m,"sources");
tri::Geodesic<MeshType>::Compute(m,seedVec, df,std::numeric_limits<ScalarType>::max(),0,&sources);
outMesh.Clear();
outPoly.Clear();
tri::UpdateTopology<MeshType>::FaceFace(m);
tri::UpdateFlags<MeshType>::FaceBorderFromFF(m);
std::map<VertexPointer, int> seedMap;
for(size_t i=0;i<m.vert.size();++i)
seedMap[&(m.vert[i])]=-1;
for(size_t i=0;i<seedVec.size();++i)
seedMap[seedVec[i]]=i;
std::vector<FacePointer> innerCornerVec, borderCornerVec;
GetFaceCornerVec(m, sources, innerCornerVec, borderCornerVec);
std::map<FacePointer,int> vertexIndCornerMap;
for(size_t i=0;i<m.face.size();++i)
vertexIndCornerMap[&(m.face[i])]=-1;
// First add all the needed vertices: seeds and corners
for(size_t i=0;i<seedVec.size();++i)
tri::Allocator<MeshType>::AddVertex(outMesh, seedVec[i]->P(),Color4b::White);
for(size_t i=0;i<innerCornerVec.size();++i){
tri::Allocator<MeshType>::AddVertex(outMesh, vcg::Barycenter(*(innerCornerVec[i])),Color4b::Gray);
vertexIndCornerMap[innerCornerVec[i]] = outMesh.vn-1;
}
for(size_t i=0;i<borderCornerVec.size();++i){
Point3f edgeCenter;
for(int j=0;j<3;++j) if(face::IsBorder(*(borderCornerVec[i]),j))
edgeCenter=(borderCornerVec[i]->P0(j)+borderCornerVec[i]->P1(j))/2.0f;
tri::Allocator<MeshType>::AddVertex(outMesh, edgeCenter,Color4b::Gray);
vertexIndCornerMap[borderCornerVec[i]] = outMesh.vn-1;
}
tri::Append<MeshType,MeshType>::MeshCopy(outPoly,outMesh);
// There is a voronoi edge if there are two corner face that share two sources.
// In such a case we add a pair of triangles with an edge connecting these two corner faces
// and with the two involved sources
// For each pair of adjacent seed we store the first of the two corner that we encounter.
std::map<std::pair<VertexPointer,VertexPointer>, FacePointer > VoronoiEdge;
// 1) Build internal triangles
// Loop build all the triangles connecting seeds with internal corners
// we loop over the all the voronoi corner (triangles with three different sources)
// we build
for(size_t i=0;i<innerCornerVec.size();++i)
{
for(int j=0;j<3;++j)
{
VertexPointer v0 = sources[innerCornerVec[i]->V0(j)];
VertexPointer v1 = sources[innerCornerVec[i]->V1(j)];
if(v1<v0) std::swap(v0,v1); assert(v1!=v0);
if(VoronoiEdge[std::make_pair(v0,v1)] == 0)
VoronoiEdge[std::make_pair(v0,v1)] = innerCornerVec[i];
else
{
FacePointer otherCorner = VoronoiEdge[std::make_pair(v0,v1)];
VertexPointer corner0 = &(outMesh.vert[vertexIndCornerMap[innerCornerVec[i]]]);
VertexPointer corner1 = &(outMesh.vert[vertexIndCornerMap[otherCorner]]);
tri::Allocator<MeshType>::AddFace(outMesh,&(outMesh.vert[seedMap[v0]]), corner0, corner1);
tri::Allocator<MeshType>::AddFace(outMesh,&(outMesh.vert[seedMap[v1]]), corner1, corner0);
}
}
}
// 2) build the boundary facets:
// We loop over border corners and build triangles with seed vertex
// we do **only** triangles with a bordercorner and a internal 'corner'
for(size_t i=0;i<borderCornerVec.size();++i)
{
VertexPointer v0 = sources[borderCornerVec[i]->V(0)]; // All bordercorner faces have only two different regions
VertexPointer v1 = sources[borderCornerVec[i]->V(1)];
if(v1==v0) v1 = sources[borderCornerVec[i]->V(2)];
if(v1<v0) std::swap(v0,v1); assert(v1!=v0);
FacePointer innerCorner = VoronoiEdge[std::make_pair(v0,v1)] ;
if(innerCorner)
{
VertexPointer corner0 = &(outMesh.vert[vertexIndCornerMap[innerCorner]]);
VertexPointer corner1 = &(outMesh.vert[vertexIndCornerMap[borderCornerVec[i]]]);
tri::Allocator<MeshType>::AddFace(outMesh,&(outMesh.vert[seedMap[v0]]), corner0, corner1);
tri::Allocator<MeshType>::AddFace(outMesh,&(outMesh.vert[seedMap[v1]]), corner0, corner1);
}
}
// Final pass
// search for a boundary face
face::Pos<FaceType> pos,startPos;
for(int i=0;i<3;++i)
if(face::IsBorder(*(borderCornerVec[0]),i))
{
pos.Set(borderCornerVec[0],i,borderCornerVec[0]->V(i));
}
assert(pos.IsBorder());
startPos=pos;
bool foundBorderSeed=false;
FacePointer curBorderCorner = pos.F();
do
{
pos.NextB();
if(sources[pos.V()]==pos.V())
foundBorderSeed=true;
assert(isBorderCorner(curBorderCorner,sources));
if(isBorderCorner(pos.F(),sources))
if(pos.F() != curBorderCorner)
{
VertexPointer curReg = CommonSourceBetweenBorderCorner(curBorderCorner, pos.F(),sources);
VertexPointer curSeed = &(outMesh.vert[seedMap[curReg]]);
int otherCorner0 = vertexIndCornerMap[pos.F() ];
int otherCorner1 = vertexIndCornerMap[curBorderCorner];
VertexPointer corner0 = &(outMesh.vert[otherCorner0]);
VertexPointer corner1 = &(outMesh.vert[otherCorner1]);
if(!foundBorderSeed)
tri::Allocator<MeshType>::AddFace(outMesh,curSeed,corner0,corner1);
foundBorderSeed=false;
curBorderCorner=pos.F();
}
}
while(pos!=startPos);
//**************** CLEANING ***************
// 1) reorient
bool oriented,orientable;
tri::UpdateTopology<MeshType>::FaceFace(outMesh);
tri::Clean<MeshType>::OrientCoherentlyMesh(outMesh,oriented,orientable);
assert(orientable);
// check that the normal of the input mesh are consistent with the result
tri::UpdateNormal<MeshType>::PerVertexNormalizedPerFaceNormalized(outMesh);
tri::UpdateNormal<MeshType>::PerVertexNormalizedPerFaceNormalized(m);
if(seedVec[0]->N() * outMesh.vert[0].N() < 0 )
tri::Clean<MeshType>::FlipMesh(outMesh);
tri::UpdateTopology<MeshType>::FaceFace(outMesh);
tri::UpdateFlags<MeshType>::FaceBorderFromFF(outMesh);
// 2) Remove Flips
tri::UpdateNormal<MeshType>::PerFaceNormalized(outMesh);
tri::UpdateFlags<MeshType>::FaceClearV(outMesh);
for(FaceIterator fi=outMesh.face.begin();fi!=outMesh.face.end();++fi)
{
int badDiedralCnt=0;
for(int i=0;i<3;++i)
if(fi->N() * fi->FFp(i)->N() <0 ) badDiedralCnt++;
if(badDiedralCnt == 2) fi->SetV();
}
for(FaceIterator fi=outMesh.face.begin();fi!=outMesh.face.end();++fi)
if(fi->IsV()) Allocator<MeshType>::DeleteFace(outMesh,*fi);
tri::Allocator<MeshType>::CompactEveryVector(outMesh);
tri::UpdateTopology<MeshType>::FaceFace(outMesh);
tri::UpdateFlags<MeshType>::FaceBorderFromFF(outMesh);
tri::UpdateFlags<MeshType>::VertexBorderFromFace(outMesh);
// 3) set up faux bits
for(FaceIterator fi=outMesh.face.begin();fi!=outMesh.face.end();++fi)
for(int i=0;i<3;++i)
{
size_t v0 = tri::Index(outMesh,fi->V0(i) );
size_t v1 = tri::Index(outMesh,fi->V1(i) );
if (v0 < seedVec.size() && !(seedVec[v0]->IsB() && fi->IsB(i))) fi->SetF(i);
if (v1 < seedVec.size() && !(seedVec[v1]->IsB() && fi->IsB(i))) fi->SetF(i);
}
if(vpp.collapseShortEdge)
{
float distThr = m.bbox.Diag() * vpp.collapseShortEdgePerc;
for(FaceIterator fi=outMesh.face.begin();fi!=outMesh.face.end();++fi) if(!fi->IsD())
{
for(int i=0;i<3;++i)
if((Distance(fi->P0(i),fi->P1(i))<distThr) && !fi->IsF(i))
{
printf("Collapsing face %i:%i e%i \n",tri::Index(outMesh,*fi),tri::Index(outMesh,fi->FFp(i)),i);
if(!fi->V(i)->IsB())
face::FFEdgeCollapse(outMesh, *fi,i);
break;
}
}
}
//******************** END OF CLEANING ****************
// ******************* star to tri conversion *********
if(vpp.triangulateRegion)
{
for(FaceIterator fi=outMesh.face.begin();fi!=outMesh.face.end();++fi) if(!fi->IsD())
{
for(int i=0;i<3;++i)
{
bool b0 = fi->V0(i)->IsB();
bool b1 = fi->V1(i)->IsB();
if( ((b0 && b1) || (fi->IsF(i) && !b0 && !b1) ) &&
tri::Index(outMesh,fi->V(i))<seedVec.size())
{
// if(b0==b1)
if(!seedVec[tri::Index(outMesh,fi->V(i))]->IsS())
face::FFEdgeCollapse(outMesh, *fi,i);
break;
}
}
}
}
// Now a plain conversion of the non faux edges into a polygonal mesh
std::vector< typename tri::UpdateTopology<MeshType>::PEdge> EdgeVec;
tri::UpdateTopology<MeshType>::FillUniqueEdgeVector(outMesh,EdgeVec,false);
tri::UpdateTopology<MeshType>::AllocateEdge(outMesh);
for(size_t i=0;i<EdgeVec.size();++i)
{
size_t e0 = tri::Index(outMesh,EdgeVec[i].v[0]);
size_t e1 = tri::Index(outMesh,EdgeVec[i].v[1]);
assert(e0<outPoly.vert.size());
tri::Allocator<MeshType>::AddEdge(outPoly,&(outPoly.vert[e0]),&(outPoly.vert[e1]));
}
}
static void DeleteUnreachedRegions(MeshType &m, PerVertexPointerHandle &sources)
{
tri::UpdateFlags<MeshType>::VertexClearV(m);
for(size_t i=0;i<m.vert.size();++i)
if(sources[i]==0) m.vert[i].SetV();
for(FaceIterator fi=m.face.begin(); fi!=m.face.end();++fi)
if(fi->V(0)->IsV() || fi->V(1)->IsV() || fi->V(2)->IsV() )
{
face::VFDetach(*fi);
tri::Allocator<MeshType>::DeleteFace(m,*fi);
}
// qDebug("Deleted faces not reached: %i -> %i",int(m.face.size()),m.fn);
tri::Clean<MeshType>::RemoveUnreferencedVertex(m);
tri::Allocator<MeshType>::CompactEveryVector(m);
}
/// \brief Perform a Lloyd relaxation cycle over a mesh
///
///
static void VoronoiRelaxing(MeshType &m, std::vector<VertexType *> &seedVec, int relaxIter, DistanceFunctor &df,
VoronoiProcessingParameter &vpp, vcg::CallBackPos *cb=0)
{
tri::RequireVFAdjacency(m);
tri::UpdateFlags<MeshType>::FaceBorderFromVF(m);
tri::UpdateFlags<MeshType>::VertexBorderFromFace(m);
typename MeshType::template PerVertexAttributeHandle<VertexPointer> sources;
sources = tri::Allocator<MeshType>:: template GetPerVertexAttribute<VertexPointer> (m,"sources");
for(int iter=0;iter<relaxIter;++iter)
{
if(cb) cb(iter*100/relaxIter,"Voronoi Lloyd Relaxation: First Partitioning");
// first run: find for each point what is the closest to one of the seeds.
tri::Geodesic<MeshType>::Compute(m, seedVec, df,std::numeric_limits<ScalarType>::max(),0,&sources);
if(vpp.colorStrategy == VoronoiProcessingParameter::DistanceFromSeed)
tri::UpdateColor<MeshType>::PerVertexQualityRamp(m);
// Delete all the (hopefully) small regions that have not been reached by the seeds;
if(vpp.deleteUnreachedRegionFlag)
DeleteUnreachedRegions(m,sources);
//static_cast<VertexPointer>(NULL) has been introduced just to avoid an error in the MSVS2010's compiler confusing pointer with int. You could use nullptr to avoid it, but it's not supported by all compilers.
//The error should have been removed from MSVS2012
std::pair<float,VertexPointer> zz(0.0f,static_cast<VertexPointer>(NULL));
std::vector< std::pair<float,VertexPointer> > regionArea(m.vert.size(),zz);
std::vector<VertexPointer> frontierVec;
GetAreaAndFrontier(m, sources, regionArea, frontierVec);
// Smaller area region are discarded
Distribution<float> H;
for(size_t i=0;i<regionArea.size();++i)
if(regionArea[i].second) H.Add(regionArea[i].first);
if(vpp.colorStrategy == VoronoiProcessingParameter::RegionArea)
{
float meshArea = tri::Stat<MeshType>::ComputeMeshArea(m);
float expectedArea = meshArea/float(seedVec.size());
for(size_t i=0;i<m.vert.size();++i)
m.vert[i].C()=Color4b::ColorRamp(expectedArea *0.75f ,expectedArea*1.25f, regionArea[tri::Index(m,sources[i])].first);
}
float areaThreshold=0;
if(vpp.areaThresholdPerc != 0) areaThreshold = H.Percentile(vpp.areaThresholdPerc);
// qDebug("We have found %i regions range (%f %f), avg area is %f, Variance is %f 10perc is %f",(int)seedVec.size(),H.Min(),H.Max(),H.Avg(),H.StandardDeviation(),areaThreshold);
if(cb) cb(iter*100/relaxIter,"Voronoi Lloyd Relaxation: Searching New Seeds");
tri::Geodesic<MeshType>::Compute(m,frontierVec,df);
if(vpp.colorStrategy == VoronoiProcessingParameter::DistanceFromBorder)
tri::UpdateColor<MeshType>::PerVertexQualityRamp(m);
// Search the local maxima for each region and use them as new seeds
std::vector< std::pair<float,VertexPointer> > seedMaxima(m.vert.size(),zz);
for(VertexIterator vi=m.vert.begin();vi!=m.vert.end();++vi)
{
assert(sources[vi]!=0);
int seedIndex = tri::Index(m,sources[vi]);
if(seedMaxima[seedIndex].first < (*vi).Q())
{
seedMaxima[seedIndex].first=(*vi).Q();
seedMaxima[seedIndex].second=&*vi;
}
}
// update the seedvector with the new maxima (For the vertex not selected)
std::vector<VertexPointer> newSeeds;
for(size_t i=0;i<seedMaxima.size();++i)
if(seedMaxima[i].second)
{
if(vpp.fixSelectedSeed && sources[seedMaxima[i].second]->IsS())
{
newSeeds.push_back(sources[seedMaxima[i].second]);
}
else
{
seedMaxima[i].second->C() = Color4b::Gray;
if(regionArea[i].first >= areaThreshold)
newSeeds.push_back(seedMaxima[i].second);
}
}
for(size_t i=0;i<frontierVec.size();++i)
frontierVec[i]->C() = Color4b::Gray;
for(size_t i=0;i<seedVec.size();++i)
seedVec[i]->C() = Color4b::Black;
for(size_t i=0;i<newSeeds.size();++i)
newSeeds[i]->C() = Color4b::White;
swap(newSeeds,seedVec);
}
// tri::Allocator<MeshType>::DeletePerVertexAttribute (m,"sources");
}
// Base vertex voronoi coloring algorithm.
// it assumes VF adjacency. No attempt of computing real geodesic distnace is done. Just a BFS visit starting from the seeds.
static void TopologicalVertexColoring(MeshType &m, std::vector<VertexType *> &seedVec)
{
std::queue<VertexPointer> VQ;
tri::UpdateQuality<MeshType>::VertexConstant(m,0);
for(size_t i=0;i<seedVec.size();++i)
{
VQ.push(seedVec[i]);
seedVec[i]->Q()=i+1;
}
while(!VQ.empty())
{
VertexPointer vp = VQ.front();
VQ.pop();
std::vector<VertexPointer> vertStar;
vcg::face::VVStarVF<FaceType>(vp,vertStar);
for(typename std::vector<VertexPointer>::iterator vv = vertStar.begin();vv!=vertStar.end();++vv)
{
if((*vv)->Q()==0)
{
(*vv)->Q()=vp->Q();
VQ.push(*vv);
}
}
} // end while(!VQ.empty())
}
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// Drastic Simplification algorithm.
// Similar in philosopy to the classic grid clustering but using a voronoi partition instead of the regular grid.
//
// This function assumes that in the mOld mesh, for each vertex you have a quality that denotes the index of the cluster
// mNew is created by collasping onto a single vertex all the vertices that lies in the same cluster.
// Non degenerate triangles are preserved.
static void VoronoiClustering(MeshType &mOld, MeshType &mNew, std::vector<VertexType *> &seedVec)
{
std::set<Point3i> clusteredFace;
FaceIterator fi;
for(fi=mOld.face.begin();fi!=mOld.face.end();++fi)
{
if( (fi->V(0)->Q() != fi->V(1)->Q() ) &&
(fi->V(0)->Q() != fi->V(2)->Q() ) &&
(fi->V(1)->Q() != fi->V(2)->Q() ) )
clusteredFace.insert( Point3i(int(fi->V(0)->Q()), int(fi->V(1)->Q()), int(fi->V(2)->Q())));
}
tri::Allocator<MeshType>::AddVertices(mNew,seedVec.size());
for(size_t i=0;i< seedVec.size();++i)
mNew.vert[i].ImportData(*(seedVec[i]));
tri::Allocator<MeshType>::AddFaces(mNew,clusteredFace.size());
std::set<Point3i>::iterator fsi; ;
for(fi=mNew.face.begin(),fsi=clusteredFace.begin(); fsi!=clusteredFace.end();++fsi,++fi)
{
(*fi).V(0) = & mNew.vert[(int)(fsi->V(0)-1)];
(*fi).V(1) = & mNew.vert[(int)(fsi->V(1)-1)];
(*fi).V(2) = & mNew.vert[(int)(fsi->V(2)-1)];
}
}
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}; // end class VoronoiProcessing
} // end namespace tri
} // end namespace vcg
#endif