vcglib/vcg/complex/trimesh/update/curvature.h

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/****************************************************************************
* VCGLib o o *
* Visual and Computer Graphics Library o o *
* _ O _ *
* Copyright(C) 2004 \/)\/ *
* Visual Computing Lab /\/| *
* ISTI - Italian National Research Council | *
* \ *
* All rights reserved. *
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* 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 *
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* (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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****************************************************************************/
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/****************************************************************************/
#ifndef VCGLIB_UPDATE_CURVATURE_
#define VCGLIB_UPDATE_CURVATURE_
#include <vcg/math/base.h>
#include <vcg/simplex/face/pos.h>
namespace vcg {
namespace tri {
/** \addtogroup trimesh */
/*@{*/
/// Management, updating and computation of per-vertex and per-face normals.
/// This class is used to compute or update the normals that can be stored in the vertex or face component of a mesh.
template <class ComputeMeshType>
class UpdateCurvature
{
public:
typedef ComputeMeshType MeshType;
typedef typename MeshType::VertexType VertexType;
typedef typename VertexType::NormalType NormalType;
typedef typename VertexType::ScalarType ScalarType;
typedef typename MeshType::VertexPointer VertexPointer;
typedef typename MeshType::VertexIterator VertexIterator;
typedef typename MeshType::FaceType FaceType;
typedef typename MeshType::FacePointer FacePointer;
typedef typename MeshType::FaceIterator FaceIterator;
/** computes the discrete gaussian curvature as proposed in
Discrete Differential-Geometry Operators for Triangulated 2-Manifolds Mark Meyer,
Mathieu Desbrun, Peter Schroder, Alan H. Barr VisMath '02, Berlin
*/
static void Gaussian( MeshType & m){
assert(m.HasPerVertexQuality());
MeshType::VertexIterator vi; // iteratore vertice
MeshType::FaceIterator fi; // iteratore facce
double *area; // areamix vector
int i; // index
double area0, area1, area2;
double angle0, angle1, angle2;
//--- Initialization
area = new double[m.vn];
//reset the values to 0
for(vi=m.vert.begin();vi!=m.vert.end();++vi) if(!(*vi).IsD())
(*vi).Q() = 0.0;
//--- compute Areamix
for(fi=m.face.begin();fi!=m.face.end();++fi) if(!(*fi).IsD())
{
// angles
angle0 = math::Abs(Angle( (*fi).V(1)->P()-(*fi).V(0)->P(),(*fi).V(2)->P()-(*fi).V(0)->P() ));
angle1 = math::Abs(Angle( (*fi).V(0)->P()-(*fi).V(1)->P(),(*fi).V(2)->P()-(*fi).V(1)->P() ));
angle2 = M_PI-(angle0+angle1);
if((angle0 < M_PI/2) || (angle1 < M_PI/2) || (angle2 < M_PI/2)) // triangolo non ottuso
{
float e01 = SquaredDistance( (*fi).V(1)->P() , (*fi).V(0)->P() );
float e12 = SquaredDistance( (*fi).V(2)->P() , (*fi).V(1)->P() );
float e20 = SquaredDistance( (*fi).V(0)->P() , (*fi).V(2)->P() );
// voronoi area v[0]
area0 = ( e01*(1/tan(angle2)) + e20*(1/tan(angle1)) ) /8;
// voronoi area v[1]
area1 = ( e01*(1/tan(angle2)) + e12*(1/tan(angle0)) ) /8;
// voronoi area v[2]
area2 = ( e20*(1/tan(angle1)) + e20*(1/tan(angle0)) ) /8;
(*fi).V(0)->Q() += area0;
(*fi).V(1)->Q() += area1;
(*fi).V(2)->Q() += area2;
}
else // triangolo ottuso
{
(*fi).V(0)->Q() += (*fi).Area() / 3;
(*fi).V(1)->Q() += (*fi).Area() / 3;
(*fi).V(2)->Q() += (*fi).Area() / 3;
}
}
i = 0;
for(vi=m.vert.begin();vi!=m.vert.end();++vi,++i) if(!(*vi).IsD())
{
area[i] = (*vi).Q();
(*vi).Q() = (float)(2.0 * M_PI);
}
if(false)
for(fi=m.face.begin();fi!=m.face.end();++fi) if(!(*fi).IsD())
{
for(int i=0;i<3;i++)
{
if((*fi).IsBorder(i))
{
MeshType::CoordType e1,e2;
vcg::face::Pos<FaceType> hp(&*fi,i,(*fi).V(i));
//MeshType::hedgepos_type hp(&*fi,i,(*fi).V(i));
vcg::face::Pos<FaceType> hp1=hp;
//MeshType::hedgepos_type hp1=hp;
hp1.FlipV();
e1= hp1.v->P()-hp.v->P();
hp1.FlipV();
hp1.NextB();
e2= hp1.v->P()-hp.v->P();
(*fi).V(i)->Q() -=math::Abs(Angle(e1,e2));
}
}
}
for(fi=m.face.begin();fi!=m.face.end();++fi) if(!(*fi).IsD())
{
float angle0 = math::Abs(Angle(
(*fi).V(1)->P()-(*fi).V(0)->P(),(*fi).V(2)->P()-(*fi).V(0)->P() ));
float angle1 = math::Abs(Angle(
(*fi).V(0)->P()-(*fi).V(1)->P(),(*fi).V(2)->P()-(*fi).V(1)->P() ));
float angle2 = M_PI-(angle0+angle1);
(*fi).V(0)->Q() -= angle0;
(*fi).V(1)->Q() -= angle1;
(*fi).V(2)->Q() -= angle2;
}
i=0;
for(vi=m.vert.begin(); vi!=m.vert.end(); ++vi,++i) if(!(*vi).IsD())
{
(*vi).Q() /= area[i];
(*vi).Q()=math::Clamp((*vi).Q(),-0.050f,0.050f);
/* if ( (*vi).Q() < 0 )
(*vi).Q() = log( -(*vi).Q() );
else if( (*vi).Q() > 0 )
(*vi).Q() = log( (*vi).Q() );*/
}
//--- DeInit
delete[] area;
}
};
}
}
#endif