vcglib/vcg/complex/trimesh/update/quality.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. *
* *
* 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 __VCG_TRI_UPDATE_QUALITY
#define __VCG_TRI_UPDATE_QUALITY
#include <vcg/simplex/face/pos.h>
#include <algorithm>
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#include <vector>
#include <stack>
#include <assert.h>
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namespace vcg {
namespace tri {
/// \ingroup trimesh
/// \headerfile quality.h vcg/complex/trimesh/update/quality.h
/// \brief Generation of per-vertex and per-face qualities.
/**
It works according to various strategy, like geodesic distance from the border (UpdateQuality::VertexGeodesicFromBorder) or curvature ecc.
This class is templated over the mesh and (like all other Update* classes) has only static members; Typical usage:
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\code
MyMeshType m;
UpdateQuality<MyMeshType>::VertexGeodesicFromBorder(m);
\endcode
*/
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template <class UpdateMeshType>
class UpdateQuality
{
public:
typedef UpdateMeshType MeshType;
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typedef typename MeshType::ScalarType ScalarType;
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typedef typename MeshType::VertexType VertexType;
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;
class VQualityHeap
{
public:
float q;
VertexPointer p;
inline VQualityHeap( VertexPointer np )
{
q = np->Q();
p = np;
}
// Attenzione il minore e' maggiore
inline bool operator < ( const VQualityHeap & vq ) const { return q > vq.q; }
inline bool operator == ( const VQualityHeap & vq ) const { return q == vq.q; }
inline bool operator > ( const VQualityHeap & vq ) const { return q < vq.q; }
inline bool operator != ( const VQualityHeap & vq ) const { return q != vq.q; }
inline bool operator <= ( const VQualityHeap & vq ) const { return q >= vq.q; }
inline bool operator >= ( const VQualityHeap & vq ) const { return q <= vq.q; }
inline bool is_valid() const { return q==p->Q(); }
};
// *** IMPORTANT REQUIREMENTS
// VF topology
// Border FLags
// tri::UpdateTopology<SMesh>::VertexFace(sm);
// tri::UpdateFlags<SMesh>::FaceBorderFromVF(sm);
//
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// Calcola la qualita' come distanza geodesica dal bordo della mesh.
// Robusta funziona anche per mesh non manifold.
// La qualita' memorizzata indica la distanza assoluta dal bordo della mesh.
// Nota prima del 13/11/03 in alcuni casi rari SPT andava in loop perche' poteva capitare
// che per approx numeriche ben strane pw->Q() > pv->Q()+d ma durante la memorizzazione
// della nuova distanza essa rimanesse uguale a prima. Patchato rimettendo i vertici nello
// heap solo se migliorano la distanza di un epsilon == 1/100000 della mesh diag.
/// \brief Compute, for each vertex of the mesh the geodesic distance from the border of the mesh itself.
/**
It uses the classical Dijkstra Shortest Path Tree algorithm.
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The geodesic distance is approximated by allowing to walk only along edges of the mesh.
\warning VF topology, Per Vertex Quality and border flags already computed (see UpdateFlags::FaceBorderFromVF and UpdateTopology::VertexFace);
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*/
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static void VertexGeodesicFromBorder(MeshType &m) // R1
{
//Requirements
assert(m.HasVFTopology());
assert(m.HasPerVertexQuality());
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std::vector< VQualityHeap > heap;
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VertexIterator v;
FaceIterator f;
int j;
for(v=m.vert.begin();v!=m.vert.end();++v)
(*v).Q() = -1;
for(f=m.face.begin();f!=m.face.end();++f) // Inserisco nell'heap i v di bordo
if(!(*f).IsD())
for(j=0;j<3;++j)
if( (*f).IsB(j) )
{
for(int k=0;k<2;++k)
{
VertexPointer pv = (*f).V((j+k)%3);
if( pv->Q()==-1 )
{
pv->Q() = 0;
heap.push_back(VQualityHeap(pv));
}
}
}
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const ScalarType loc_eps=m.bbox.Diag()/ScalarType(100000);
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while( heap.size()!=0 ) // Shortest path tree
{
VertexPointer pv;
std::pop_heap(heap.begin(),heap.end());
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if( ! heap.back().is_valid() )
{
heap.pop_back();
continue;
}
pv = heap.back().p;
heap.pop_back();
for(face::VFIterator<FaceType> vfi(pv) ; !vfi.End(); ++vfi )
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{
for(int k=0;k<2;++k)
{
VertexPointer pw;
float d;
if(k==0) pw = vfi.f->V1(vfi.z);
else pw = vfi.f->V2(vfi.z);
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d = Distance(pv->P(),pw->P());
if( pw->Q()==-1 || pw->Q() > pv->Q()+d + loc_eps)
{
pw->Q() = pv->Q()+d;
heap.push_back(VQualityHeap(pw));
std::push_heap(heap.begin(),heap.end());
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}
}
}
}
for(v=m.vert.begin();v!=m.vert.end();++v)
if(v->Q()==-1)
v->Q() = 0;
}
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/** Assign to each vertex of the mesh a constant quality value. Useful for initialization.
*/
static void VertexConstant(MeshType &m, float q)
{
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VertexIterator vi;
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for(vi=m.vert.begin();vi!=m.vert.end();++vi) if(!(*vi).IsD())
(*vi).Q()=q;
}
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/** Clamp each vertex of the mesh with a range of values.
*/
static void VertexClamp(MeshType &m, float qmin, float qmax)
{
VertexIterator vi;
for(vi=m.vert.begin();vi!=m.vert.end();++vi) if(!(*vi).IsD())
(*vi).Q()=std::min(qmax, std::max(qmin,(*vi).Q()));
}
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/** Assign to each face of the mesh a constant quality value. Useful for initialization.
*/
static void FaceConstant(MeshType &m, float q)
{
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FaceIterator fi;
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for(fi=m.face.begin();fi!=m.face.end();++fi)
(*fi).Q()=q;
}
static void VertexFromGaussianCurvature(MeshType &m)
{
VertexIterator vi;
for(vi=m.vert.begin();vi!=m.vert.end();++vi) if(!(*vi).IsD())
(*vi).Q() = (*vi).Kg();
}
static void VertexFromMeanCurvature(MeshType &m)
{
VertexIterator vi;
for(vi=m.vert.begin();vi!=m.vert.end();++vi) if(!(*vi).IsD())
(*vi).Q() = (*vi).Kh();
}
/*
* Absolute Curvature
*
* 2|H| if K >= 0
* |k1| + |k2| = <
* 2 * sqrt(|H|^2-K) otherwise
*
* defs and formulas taken from
*
* Improved curvature estimation for watershed segmentation of 3-dimensional meshes
* S Pulla, A Razdan, G Farin - Arizona State University, Tech. Rep, 2001
* and from
* Optimizing 3D triangulations using discrete curvature analysis
* N Dyn, K Hormann, SJ Kim, D Levin - Mathematical Methods for Curves and Surfaces: Oslo, 2000
*/
static void VertexFromAbsoluteCurvature(MeshType &m)
{
VertexIterator vi;
for(vi=m.vert.begin();vi!=m.vert.end();++vi) if(!(*vi).IsD())
{
if((*vi).Kg() >= 0)
(*vi).Q() = math::Abs( 2*(*vi).Kh() );
else
(*vi).Q() = 2*math::Sqrt(math::Abs( (*vi).Kh()*(*vi).Kh() - (*vi).Kg()));
}
}
/*
* RMS Curvature = sqrt(4H^2-2K)
* def and formula taken from
*
* Improved curvature estimation for watershed segmentation of 3-dimensional meshes
* S Pulla, A Razdan, G Farin - Arizona State University, Tech. Rep, 2001
*/
static void VertexFromRMSCurvature(MeshType &m)
{
VertexIterator vi;
for(vi=m.vert.begin();vi!=m.vert.end();++vi) if(!(*vi).IsD())
(*vi).Q() = math::Sqrt(math::Abs( 4*(*vi).Kh()*(*vi).Kh() - 2*(*vi).Kg()));
}
/*
Saturate the vertex quality so that for each vertex the gradient of the quality is lower than the given threshold value (in absolute value)
The saturation is done in a conservative way (quality is always decreased and never increased)
Note: requires VF adjacency.
*/
static void VertexSaturate(MeshType &m, ScalarType gradientThr=1.0)
{
UpdateFlags<MeshType>::VertexClearV(m);
std::stack<VertexPointer> st;
st.push(&*m.vert.begin());
while(!st.empty())
{
VertexPointer vc = st.top(); // the center
//printf("Stack size %i\n",st.size());
//printf("Pop elem %i %f\n",st.top() - &*m.vert.begin(), st.top()->Q());
st.pop();
vc->SetV();
std::vector<VertexPointer> star;
typename std::vector<VertexPointer>::iterator vvi;
face::VVStarVF<FaceType>(vc,star);
for(vvi=star.begin();vvi!=star.end();++vvi )
{
float &qi = (*vvi)->Q();
float distGeom = Distance((*vvi)->cP(),vc->cP()) / gradientThr;
// Main test if the quality varies more than the geometric displacement we have to lower something.
if( distGeom < fabs(qi - vc->Q()))
{
// center = 0 other=10 -> other =
// center = 10 other=0
if(vc->Q() > qi) // first case: the center of the star has to be lowered (and re-inserted in the queue).
{
//printf("Reinserting center %i \n",vc - &*m.vert.begin());
vc->Q() = qi+distGeom-0.00001f;
assert( distGeom > fabs(qi - vc->Q()));
st.push(vc);
break;
}
else
{
// second case: you have to lower qi, the vertex under examination.
assert( distGeom < fabs(qi - vc->Q()));
assert(vc->Q() < qi);
float newQi = vc->Q() + distGeom -0.00001f;
assert(newQi <= qi);
assert(vc->Q() < newQi);
assert( distGeom > fabs(newQi - vc->Q()) );
// printf("distGeom %f, qi %f, vc->Q() %f, fabs(qi - vc->Q()) %f\n",distGeom,qi,vc->Q(),fabs(qi - vc->Q()));
qi = newQi;
(*vvi)->ClearV();
}
}
if(!(*vvi)->IsV())
{
st.push( *vvi);
// printf("Reinserting side %i \n",*vvi - &*m.vert.begin());
(*vvi)->SetV();
}
}
}
}
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}; //end class
} // end namespace
} // end namespace
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#endif