2011-04-01 18:25:49 +02:00
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/****************************************************************************
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* VCGLib o o *
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* Visual and Computer Graphics Library o o *
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* _ O _ *
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* Copyright(C) 2008 \/)\/ *
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* Visual Computing Lab /\/| *
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* ISTI - Italian National Research Council | *
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* \ *
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* All rights reserved. *
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* *
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* This program is free software; you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation; either version 2 of the License, or *
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* (at your option) any later version. *
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* *
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* This program is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU General Public License (http://www.gnu.org/licenses/gpl.txt) *
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* for more details. *
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* *
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****************************************************************************/
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#ifndef __VCG_CREASE_CUT
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#define __VCG_CREASE_CUT
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#include<vcg/simplex/face/jumping_pos.h>
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2011-04-01 19:06:03 +02:00
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#include<vcg/complex/append.h>
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#include<vcg/complex/algorithms/update/normal.h>
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2011-04-01 18:25:49 +02:00
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namespace vcg {
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namespace tri {
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/*
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Crease Angle
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Assume che:
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la mesh abbia la topologia ff
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la mesh non abbia complex (o se li aveva fossero stati detached)
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Abbia le normali per faccia normalizzate!!
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Prende una mesh e duplica tutti gli edge le cui normali nelle facce incidenti formano un angolo maggiore
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di <angle> (espresso in rad).
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foreach face
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foreach unvisited vert vi
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scan the star of triangles around vi duplicating vi each time we encounter a crease angle.
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the new (and old) vertexes are put in a std::vector that is swapped with the original one at the end.
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Si tiene un vettore di interi 3 *fn che dice l'indice del vertice puntato da ogni faccia.
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quando si scandisce la stella intorno ad un vertici, per ogni wedge si scrive l'indice del vertice corrsipondente.
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*/
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template<class MESH_TYPE>
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void CreaseCut(MESH_TYPE &m, float angleRad)
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{
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typedef typename MESH_TYPE::CoordType CoordType;
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typedef typename MESH_TYPE::ScalarType ScalarType;
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typedef typename MESH_TYPE::VertexType VertexType;
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typedef typename MESH_TYPE::VertexPointer VertexPointer;
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typedef typename MESH_TYPE::VertexIterator VertexIterator;
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typedef typename MESH_TYPE::FaceIterator FaceIterator;
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typedef typename MESH_TYPE::FaceType FaceType;
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typedef typename MESH_TYPE::FacePointer FacePointer;
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tri::Allocator<MESH_TYPE>::CompactVertexVector(m);
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tri::Allocator<MESH_TYPE>::CompactFaceVector(m);
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tri::UpdateNormals<MESH_TYPE>::NormalizeFace(m);
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assert(tri::HasFFAdjacency(m));
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typename MESH_TYPE::ScalarType cosangle=math::Cos(angleRad);
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tri::UpdateFlags<MESH_TYPE>::VertexClearV(m);
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std::vector<int> indVec(m.fn*3,-1);
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int newVertexCounter=m.vn;
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int creaseCounter=0;
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int startVn=m.vn;
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FaceIterator fi;
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//const FaceType * nextf;
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for(fi=m.face.begin();fi!=m.face.end();++fi)
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for(int j=0;j<3;++j)
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if(!(*fi).V(j)->IsV() ) // foreach unvisited vertex we loop around it searching for creases.
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{
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(*fi).V(j)->SetV();
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face::JumpingPos<FaceType> iPos(&*fi,j,(*fi).V(j));
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size_t vertInd = Index(m,iPos.v); //
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bool isBorderVertex = iPos.FindBorder(); // for border vertex we start from the border.
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face::JumpingPos<FaceType> startPos=iPos;
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if(!isBorderVertex) // for internal vertex we search the first crease and start from it
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{
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do {
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ScalarType dotProd = iPos.FFlip()->cN().dot(iPos.f->N());
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iPos.NextFE();
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if(dotProd<cosangle) break;
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} while (startPos!=iPos);
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startPos=iPos; // the found crease become the new starting pos.
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}
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int locCreaseCounter=0;
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int curVertexCounter =vertInd;
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do { // The real Loop
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ScalarType dotProd=iPos.FFlip()->cN().dot(iPos.f->N()); // test normal with the next face (fflip)
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size_t faceInd = Index(m,iPos.f);
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indVec[faceInd*3+ iPos.VInd()] = curVertexCounter;
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if(dotProd<cosangle)
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{ //qDebug(" Crease FOUND");
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++locCreaseCounter;
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curVertexCounter=newVertexCounter;
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newVertexCounter++;
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}
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iPos.NextFE();
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} while (startPos!=iPos);
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if(locCreaseCounter>0 && (!isBorderVertex) ) newVertexCounter--;
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}
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// A questo punto ho un vettore che mi direbbe per ogni faccia quale vertice devo mettere. Dopo che ho aggiunto i vertici necessari,
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// rifaccio il giro delle facce
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qDebug("adding %i vert for %i crease edges ",newVertexCounter-m.vn, creaseCounter);
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tri::Allocator<MESH_TYPE>::AddVertices(m,newVertexCounter-m.vn);
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tri::UpdateFlags<MESH_TYPE>::VertexClearV(m);
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for(fi=m.face.begin();fi!=m.face.end();++fi)
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for(int j=0;j<3;++j) // foreach unvisited vertex
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{
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size_t faceInd = Index(m, *fi);
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size_t vertInd = Index(m, (*fi).V(j));
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int curVertexInd = indVec[faceInd*3+ j];
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assert(curVertexInd != -1);
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assert(curVertexInd < m.vn);
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if(curVertexInd < startVn) assert(size_t(curVertexInd) == vertInd);
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if(curVertexInd >= startVn)
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{
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m.vert[curVertexInd].ImportData(*((*fi).V(j)));
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(*fi).V(j) = & m.vert[curVertexInd];
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}
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}
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tri::UpdateNormals<MESH_TYPE>::PerVertexFromCurrentFaceNormal(m);
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}
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} // end namespace tri
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} // end namespace vcg
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#endif
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