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/***********F*****************************************************************
* VCGLib o o *
* Visual and Computer Graphics Library o o *
* _ O _ *
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* Copyright ( C ) 2004 - 2016 \ / ) \ / *
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* 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 *
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* 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_REFINE
# define __VCGLIB_REFINE
# include <functional>
# include <map>
# include <vcg/space/sphere3.h>
# include <vcg/space/plane3.h>
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# include <vcg/complex/algorithms/clean.h>
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# include <vcg/space/texcoord2.h>
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# include <vcg/space/triangle3.h>
namespace vcg {
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namespace tri {
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/* A very short intro about the generic refinement framework,
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the main fuction is the
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template < class MESH_TYPE , class MIDPOINT , class EDGEPRED >
bool RefineE ( MESH_TYPE & m , MIDPOINT mid , EDGEPRED ep , bool RefineSelected = false , CallBackPos * cb = 0 )
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You have to provide two functor objects to this , one for deciding what edge has to be spltted and one to decide position and new values for the attributes of the new point .
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for example the minimal EDGEPRED is
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template < class MESH_TYPE , class FLT > class EdgeLen
{
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public :
FLT thr2 ;
bool operator ( ) ( face : : Pos < typename MESH_TYPE : : FaceType > ep ) const
{
return SquaredDistance ( ep . f - > V ( ep . z ) - > P ( ) , ep . f - > V1 ( ep . z ) - > P ( ) ) > thr2 ;
}
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} ;
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With a bit of patience you can customize to make also slicing operation .
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*/
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/* The table which encodes how to subdivide a triangle depending
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on the splitted edges is organized as such :
TriNum ( the first number ) : encodes the number of triangles
TV ( the following 4 triples ) : encodes the resulting triangles where
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0 , 1 , 2 are the original vertices of the triangles and 3 , 4 , 5
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( mp01 , mp12 , mp20 ) are the midpoints of the three edges .
In the case two edges are splitted the triangle has 2 possible splittings :
we need to choose a diagonal of the resulting trapezoid .
' swap ' encodes the two diagonals to test : if diag1 < diag2 we swap the diagonal
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like this ( 140 , 504 - > 150 , 514 ) ( the second vertex of each triangles is replaced
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by the first vertex of the other one ) .
2
/ \
5 - - - 4
/ \
0 - - - - - - - 1
*/
class Split {
public :
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int TriNum ; // number of triangles
int TV [ 4 ] [ 3 ] ; // The triangles coded as the following convention
// 0..2 vertici originali del triangolo
// 3..5 mp01, mp12, mp20 midpoints of the three edges
int swap [ 2 ] [ 2 ] ; // the two diagonals to test for swapping
int TE [ 4 ] [ 3 ] ; // the edge-edge correspondence between refined triangles and the old one
// (3) means the edge of the new triangle is internal;
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} ;
const Split SplitTab [ 8 ] = {
/* m20 m12 m01 */
/* 0 0 0 */ { 1 , { { 0 , 1 , 2 } , { 0 , 0 , 0 } , { 0 , 0 , 0 } , { 0 , 0 , 0 } } , { { 0 , 0 } , { 0 , 0 } } , { { 0 , 1 , 2 } , { 0 , 0 , 0 } , { 0 , 0 , 0 } , { 0 , 0 , 0 } } } ,
/* 0 0 1 */ { 2 , { { 0 , 3 , 2 } , { 3 , 1 , 2 } , { 0 , 0 , 0 } , { 0 , 0 , 0 } } , { { 0 , 0 } , { 0 , 0 } } , { { 0 , 3 , 2 } , { 0 , 1 , 3 } , { 0 , 0 , 0 } , { 0 , 0 , 0 } } } ,
/* 0 1 0 */ { 2 , { { 0 , 1 , 4 } , { 0 , 4 , 2 } , { 0 , 0 , 0 } , { 0 , 0 , 0 } } , { { 0 , 0 } , { 0 , 0 } } , { { 0 , 1 , 3 } , { 3 , 1 , 2 } , { 0 , 0 , 0 } , { 0 , 0 , 0 } } } ,
/* 0 1 1 */ { 3 , { { 3 , 1 , 4 } , { 0 , 3 , 2 } , { 4 , 2 , 3 } , { 0 , 0 , 0 } } , { { 0 , 4 } , { 3 , 2 } } , { { 0 , 1 , 3 } , { 0 , 3 , 2 } , { 1 , 3 , 3 } , { 0 , 0 , 0 } } } ,
/* 1 0 0 */ { 2 , { { 0 , 1 , 5 } , { 5 , 1 , 2 } , { 0 , 0 , 0 } , { 0 , 0 , 0 } } , { { 0 , 0 } , { 0 , 0 } } , { { 0 , 3 , 2 } , { 3 , 1 , 2 } , { 0 , 0 , 0 } , { 0 , 0 , 0 } } } ,
/* 1 0 1 */ { 3 , { { 0 , 3 , 5 } , { 3 , 1 , 5 } , { 2 , 5 , 1 } , { 0 , 0 , 0 } } , { { 3 , 2 } , { 5 , 1 } } , { { 0 , 3 , 2 } , { 0 , 3 , 3 } , { 2 , 3 , 1 } , { 0 , 0 , 0 } } } ,
/* 1 1 0 */ { 3 , { { 2 , 5 , 4 } , { 0 , 1 , 5 } , { 4 , 5 , 1 } , { 0 , 0 , 0 } } , { { 0 , 4 } , { 5 , 1 } } , { { 2 , 3 , 1 } , { 0 , 3 , 2 } , { 3 , 3 , 1 } , { 0 , 0 , 0 } } } ,
/* 1 1 1 */ //{4, {{0,3,5},{3,1,4},{5,4,2},{3,4,5}}, {{0,0},{0,0}}, {{0,3,2},{0,1,3},{3,1,2},{3,3,3}} },
/* 1 1 1 */ { 4 , { { 3 , 4 , 5 } , { 0 , 3 , 5 } , { 3 , 1 , 4 } , { 5 , 4 , 2 } } , { { 0 , 0 } , { 0 , 0 } } , { { 3 , 3 , 3 } , { 0 , 3 , 2 } , { 0 , 1 , 3 } , { 3 , 1 , 2 } } } ,
} ;
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template < class MeshType >
struct BaseInterpolator
{
typedef typename face : : Pos < typename MeshType : : FaceType > PosType ;
typedef typename MeshType : : VertexType VertexType ;
void operator ( ) ( VertexType & , PosType ) { }
} ;
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// Basic subdivision class
// This class must provide methods for finding the position of the newly created vertices
// In this implemenation we simply put the new vertex in the MidPoint position.
// Color and TexCoords are interpolated accordingly.
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// This subdivision class allow also the correct interpolation of userdefined data by
// providing, in the constructor, an interpolator functor that will be called for each new vertex to be created.
template < class MESH_TYPE , class InterpolatorFunctorType = BaseInterpolator < MESH_TYPE > >
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struct MidPoint : public std : : unary_function < face : : Pos < typename MESH_TYPE : : FaceType > , typename MESH_TYPE : : CoordType >
{
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typedef typename face : : Pos < typename MESH_TYPE : : FaceType > PosType ;
typedef typename MESH_TYPE : : VertexType VertexType ;
MidPoint ( MESH_TYPE * _mp ,
InterpolatorFunctorType * _intFunc = 0 ) {
mp = _mp ;
intFunc = _intFunc ;
}
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MESH_TYPE * mp ;
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InterpolatorFunctorType * intFunc ; /// This callback is called to fill up
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void operator ( ) ( VertexType & nv , PosType ep ) {
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assert ( mp ) ;
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VertexType * V0 = ep . V ( ) ;
VertexType * V1 = ep . VFlip ( ) ;
if ( V0 > V1 ) std : : swap ( V1 , V0 ) ;
nv . P ( ) = ( V0 - > P ( ) + V1 - > P ( ) ) / 2.0 ;
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if ( tri : : HasPerVertexNormal ( * mp ) )
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nv . N ( ) = ( V0 - > N ( ) + V1 - > N ( ) ) . normalized ( ) ;
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if ( tri : : HasPerVertexColor ( * mp ) )
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nv . C ( ) . lerp ( V0 - > C ( ) , V1 - > C ( ) , .5f ) ;
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if ( tri : : HasPerVertexQuality ( * mp ) )
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nv . Q ( ) = ( V0 - > Q ( ) + V1 - > Q ( ) ) / 2.0 ;
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if ( tri : : HasPerVertexTexCoord ( * mp ) )
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nv . T ( ) . P ( ) = ( V0 - > T ( ) . P ( ) + V1 - > T ( ) . P ( ) ) / 2.0 ;
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if ( intFunc )
( * intFunc ) ( nv , ep ) ;
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}
Color4 < typename MESH_TYPE : : ScalarType > WedgeInterp ( Color4 < typename MESH_TYPE : : ScalarType > & c0 , Color4 < typename MESH_TYPE : : ScalarType > & c1 )
{
Color4 < typename MESH_TYPE : : ScalarType > cc ;
return cc . lerp ( c0 , c1 , 0.5f ) ;
}
template < class FL_TYPE >
TexCoord2 < FL_TYPE , 1 > WedgeInterp ( TexCoord2 < FL_TYPE , 1 > & t0 , TexCoord2 < FL_TYPE , 1 > & t1 )
{
TexCoord2 < FL_TYPE , 1 > tmp ;
assert ( t0 . n ( ) = = t1 . n ( ) ) ;
tmp . n ( ) = t0 . n ( ) ;
tmp . t ( ) = ( t0 . t ( ) + t1 . t ( ) ) / 2.0 ;
return tmp ;
}
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} ;
template < class MESH_TYPE >
struct MidPointArc : public std : : unary_function < face : : Pos < typename MESH_TYPE : : FaceType > , typename MESH_TYPE : : CoordType >
{
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void operator ( ) ( typename MESH_TYPE : : VertexType & nv , face : : Pos < typename MESH_TYPE : : FaceType > ep )
{
const typename MESH_TYPE : : ScalarType EPS = 1e-10 ;
typename MESH_TYPE : : CoordType vp = ( ep . f - > V ( ep . z ) - > P ( ) + ep . f - > V1 ( ep . z ) - > P ( ) ) / 2.0 ;
typename MESH_TYPE : : CoordType n = ( ep . f - > V ( ep . z ) - > N ( ) + ep . f - > V1 ( ep . z ) - > N ( ) ) / 2.0 ;
typename MESH_TYPE : : ScalarType w = n . Norm ( ) ;
if ( w < EPS ) { nv . P ( ) = ( ep . f - > V ( ep . z ) - > P ( ) + ep . f - > V1 ( ep . z ) - > P ( ) ) / 2.0 ; return ; }
n / = w ;
typename MESH_TYPE : : CoordType d0 = ep . f - > V ( ep . z ) - > P ( ) - vp ;
typename MESH_TYPE : : CoordType d1 = ep . f - > V1 ( ep . z ) - > P ( ) - vp ;
typename MESH_TYPE : : ScalarType d = Distance ( ep . f - > V ( ep . z ) - > P ( ) , ep . f - > V1 ( ep . z ) - > P ( ) ) / 2.0 ;
typename MESH_TYPE : : CoordType nn = ep . f - > V1 ( ep . z ) - > N ( ) ^ ep . f - > V ( ep . z ) - > N ( ) ;
typename MESH_TYPE : : CoordType np = n ^ d0 ; //vector perpendicular to the edge plane, normal is interpolated
np . Normalize ( ) ;
double sign = 1 ;
if ( np * nn < 0 ) sign = - 1 ; // se le normali non divergono sposta il punto nella direzione opposta
typename MESH_TYPE : : CoordType n0 = ep . f - > V ( ep . z ) - > N ( ) - np * ( ep . f - > V ( ep . z ) - > N ( ) * np ) ;
n0 . Normalize ( ) ;
typename MESH_TYPE : : CoordType n1 = ep . f - > V1 ( ep . z ) - > N ( ) - np * ( ep . f - > V1 ( ep . z ) - > N ( ) * np ) ;
assert ( n1 . Norm ( ) > EPS ) ;
n1 . Normalize ( ) ;
typename MESH_TYPE : : ScalarType cosa0 = n0 * n ;
typename MESH_TYPE : : ScalarType cosa1 = n1 * n ;
if ( 2 - cosa0 - cosa1 < EPS ) { nv . P ( ) = ( ep . f - > V ( ep . z ) - > P ( ) + ep . f - > V1 ( ep . z ) - > P ( ) ) / 2.0 ; return ; }
typename MESH_TYPE : : ScalarType cosb0 = ( d0 * n ) / d ;
typename MESH_TYPE : : ScalarType cosb1 = ( d1 * n ) / d ;
assert ( 1 + cosa0 > EPS ) ;
assert ( 1 + cosa1 > EPS ) ;
typename MESH_TYPE : : ScalarType delta0 = d * ( cosb0 + sqrt ( ( ( 1 - cosb0 * cosb0 ) * ( 1 - cosa0 ) ) / ( 1 + cosa0 ) ) ) ;
typename MESH_TYPE : : ScalarType delta1 = d * ( cosb1 + sqrt ( ( ( 1 - cosb1 * cosb1 ) * ( 1 - cosa1 ) ) / ( 1 + cosa1 ) ) ) ;
assert ( delta0 + delta1 < 2 * d ) ;
nv . P ( ) = vp + n * sign * ( delta0 + delta1 ) / 2.0 ;
return ;
}
// Aggiunte in modo grezzo le due wedgeinterp
Color4 < typename MESH_TYPE : : ScalarType > WedgeInterp ( Color4 < typename MESH_TYPE : : ScalarType > & c0 , Color4 < typename MESH_TYPE : : ScalarType > & c1 )
{
Color4 < typename MESH_TYPE : : ScalarType > cc ;
return cc . lerp ( c0 , c1 , 0.5f ) ;
}
template < class FL_TYPE >
TexCoord2 < FL_TYPE , 1 > WedgeInterp ( TexCoord2 < FL_TYPE , 1 > & t0 , TexCoord2 < FL_TYPE , 1 > & t1 )
{
TexCoord2 < FL_TYPE , 1 > tmp ;
assert ( t0 . n ( ) = = t1 . n ( ) ) ;
tmp . n ( ) = t0 . n ( ) ;
tmp . t ( ) = ( t0 . t ( ) + t1 . t ( ) ) / 2.0 ;
return tmp ;
}
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} ;
/*
Versione Della Midpoint basata sul paper :
S . Karbacher , S . Seeger , G . Hausler
A non linear subdivision scheme for triangle meshes
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Non funziona !
Almeno due problemi :
1 ) il verso delle normali influenza il risultato ( e . g . si funziona solo se le normali divergono )
Risolvibile controllando se le normali divergono
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2 ) gli archi vanno calcolati sul piano definito dalla normale interpolata e l ' edge .
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funziona molto meglio nelle zone di sella e non semplici .
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*/
template < class MESH_TYPE >
struct MidPointArcNaive : public std : : unary_function < face : : Pos < typename MESH_TYPE : : FaceType > , typename MESH_TYPE : : CoordType >
{
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typename MESH_TYPE : : CoordType operator ( ) ( face : : Pos < typename MESH_TYPE : : FaceType > ep )
{
typename MESH_TYPE : : CoordType vp = ( ep . f - > V ( ep . z ) - > P ( ) + ep . f - > V1 ( ep . z ) - > P ( ) ) / 2.0 ;
typename MESH_TYPE : : CoordType n = ( ep . f - > V ( ep . z ) - > N ( ) + ep . f - > V1 ( ep . z ) - > N ( ) ) / 2.0 ;
n . Normalize ( ) ;
typename MESH_TYPE : : CoordType d0 = ep . f - > V ( ep . z ) - > P ( ) - vp ;
typename MESH_TYPE : : CoordType d1 = ep . f - > V1 ( ep . z ) - > P ( ) - vp ;
typename MESH_TYPE : : ScalarType d = Distance ( ep . f - > V ( ep . z ) - > P ( ) , ep . f - > V1 ( ep . z ) - > P ( ) ) / 2.0 ;
typename MESH_TYPE : : ScalarType cosa0 = ep . f - > V ( ep . z ) - > N ( ) * n ;
typename MESH_TYPE : : ScalarType cosa1 = ep . f - > V1 ( ep . z ) - > N ( ) * n ;
typename MESH_TYPE : : ScalarType cosb0 = ( d0 * n ) / d ;
typename MESH_TYPE : : ScalarType cosb1 = ( d1 * n ) / d ;
typename MESH_TYPE : : ScalarType delta0 = d * ( cosb0 + sqrt ( ( ( 1 - cosb0 * cosb0 ) * ( 1 - cosa0 ) ) / ( 1 + cosa0 ) ) ) ;
typename MESH_TYPE : : ScalarType delta1 = d * ( cosb1 + sqrt ( ( ( 1 - cosb1 * cosb1 ) * ( 1 - cosa1 ) ) / ( 1 + cosa1 ) ) ) ;
return vp + n * ( delta0 + delta1 ) / 2.0 ;
}
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} ;
// Basic Predicate that tells if a given edge must be splitted.
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// the constructure requires the threshold.
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// VERY IMPORTANT REQUIREMENT: this function must be symmetric
// e.g. it must return the same value if the Pos is VFlipped.
// If this function is not symmetric the Refine can crash.
template < class MESH_TYPE , class FLT >
class EdgeLen
{
FLT squaredThr ;
public :
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EdgeLen ( ) { } ;
EdgeLen ( FLT threshold ) { setThr ( threshold ) ; }
void setThr ( FLT threshold ) { squaredThr = threshold * threshold ; }
bool operator ( ) ( face : : Pos < typename MESH_TYPE : : FaceType > ep ) const
{
return SquaredDistance ( ep . V ( ) - > P ( ) , ep . VFlip ( ) - > P ( ) ) > squaredThr ;
}
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} ;
/*********************************************************/
/*********************************************************
Given a mesh the following function refines it according to two functor objects :
- a predicate that tells if a given edge must be splitted
- a functor that gives you the new poistion of the created vertices ( starting from an edge )
If RefineSelected is true only selected faces are taken into account for being splitted .
Requirement : FF Adjacency and Manifoldness
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
/*********************************************************/
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template < class VertexPointer >
class RefinedFaceData
{
public :
RefinedFaceData ( ) {
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ep [ 0 ] = ep [ 1 ] = ep [ 2 ] = false ;
vp [ 0 ] = vp [ 1 ] = vp [ 2 ] = NULL ;
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}
bool ep [ 3 ] ;
VertexPointer vp [ 3 ] ;
} ;
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template < class MESH_TYPE , class MIDPOINT , class EDGEPRED >
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bool RefineE ( MESH_TYPE & m , MIDPOINT & mid , EDGEPRED & ep , bool RefineSelected = false , CallBackPos * cb = 0 )
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{
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// common typenames
typedef typename MESH_TYPE : : VertexIterator VertexIterator ;
typedef typename MESH_TYPE : : FaceIterator FaceIterator ;
typedef typename MESH_TYPE : : VertexPointer VertexPointer ;
typedef typename MESH_TYPE : : FacePointer FacePointer ;
typedef typename MESH_TYPE : : FaceType FaceType ;
typedef typename MESH_TYPE : : FaceType : : TexCoordType TexCoordType ;
assert ( tri : : HasFFAdjacency ( m ) ) ;
tri : : UpdateFlags < MESH_TYPE > : : FaceBorderFromFF ( m ) ;
typedef face : : Pos < FaceType > PosType ;
int j , NewVertNum = 0 , NewFaceNum = 0 ;
typedef RefinedFaceData < VertexPointer > RFD ;
typedef typename MESH_TYPE : : template PerFaceAttributeHandle < RFD > HandleType ;
HandleType RD = tri : : Allocator < MESH_TYPE > : : template AddPerFaceAttribute < RFD > ( m , std : : string ( " RefineData " ) ) ;
// Callback stuff
int step = 0 ;
int PercStep = std : : max ( 1 , m . fn / 33 ) ;
// First Loop: We analyze the mesh to compute the number of the new faces and new vertices
FaceIterator fi ;
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for ( fi = m . face . begin ( ) , j = 0 ; fi ! = m . face . end ( ) ; + + fi ) if ( ! ( * fi ) . IsD ( ) )
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{
if ( cb & & ( + + step % PercStep ) = = 0 ) ( * cb ) ( step / PercStep , " Refining... " ) ;
// skip unselected faces if necessary
if ( RefineSelected & & ! ( * fi ) . IsS ( ) ) continue ;
for ( j = 0 ; j < 3 ; j + + )
{
if ( RD [ fi ] . ep [ j ] ) continue ;
PosType edgeCur ( & * fi , j ) ;
if ( RefineSelected & & ! edgeCur . FFlip ( ) - > IsS ( ) ) continue ;
if ( ! ep ( edgeCur ) ) continue ;
RD [ edgeCur . F ( ) ] . ep [ edgeCur . E ( ) ] = true ;
+ + NewFaceNum ;
+ + NewVertNum ;
assert ( edgeCur . IsManifold ( ) ) ;
if ( ! edgeCur . IsBorder ( ) )
{
edgeCur . FlipF ( ) ;
edgeCur . F ( ) - > SetV ( ) ;
RD [ edgeCur . F ( ) ] . ep [ edgeCur . E ( ) ] = true ;
+ + NewFaceNum ;
}
}
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} // end face loop
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if ( NewVertNum = = 0 )
{
tri : : Allocator < MESH_TYPE > : : template DeletePerFaceAttribute < RefinedFaceData < VertexPointer > > ( m , RD ) ;
return false ;
}
VertexIterator lastv = tri : : Allocator < MESH_TYPE > : : AddVertices ( m , NewVertNum ) ;
// Secondo loop: We initialize a edge->vertex map
for ( fi = m . face . begin ( ) ; fi ! = m . face . end ( ) ; + + fi ) if ( ! ( * fi ) . IsD ( ) )
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{
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if ( cb & & ( + + step % PercStep ) = = 0 ) ( * cb ) ( step / PercStep , " Refining... " ) ;
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for ( j = 0 ; j < 3 ; j + + )
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{
// skip unselected faces if necessary
if ( RefineSelected & & ! ( * fi ) . IsS ( ) ) continue ;
for ( j = 0 ; j < 3 ; j + + )
{
PosType edgeCur ( & * fi , j ) ;
if ( RefineSelected & & ! edgeCur . FFlip ( ) - > IsS ( ) ) continue ;
if ( RD [ edgeCur . F ( ) ] . ep [ edgeCur . E ( ) ] & & RD [ edgeCur . F ( ) ] . vp [ edgeCur . E ( ) ] = = 0 )
{
RD [ edgeCur . F ( ) ] . vp [ edgeCur . E ( ) ] = & * lastv ;
mid ( * lastv , edgeCur ) ;
if ( ! edgeCur . IsBorder ( ) )
{
edgeCur . FlipF ( ) ;
assert ( RD [ edgeCur . F ( ) ] . ep [ edgeCur . E ( ) ] ) ;
RD [ edgeCur . F ( ) ] . vp [ edgeCur . E ( ) ] = & * lastv ;
}
+ + lastv ;
}
}
}
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}
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assert ( lastv = = m . vert . end ( ) ) ; // critical assert: we MUST have used all the vertex that we forecasted we need
FaceIterator lastf = tri : : Allocator < MESH_TYPE > : : AddFaces ( m , NewFaceNum ) ;
FaceIterator oldendf = lastf ;
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/*
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* v0
*
*
* f0
*
* mp01 f3 mp02
*
*
* f1 f2
*
* v1 mp12 v2
*
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*/
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VertexPointer vv [ 6 ] ; // The six vertices that arise in the single triangle splitting
// 0..2 Original triangle vertices
// 3..5 mp01, mp12, mp20 midpoints of the three edges
FacePointer nf [ 4 ] ; // The (up to) four faces that are created.
TexCoordType wtt [ 6 ] ; // per ogni faccia sono al piu' tre i nuovi valori
// di texture per wedge (uno per ogni edge)
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int fca = 0 ;
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for ( fi = m . face . begin ( ) ; fi ! = oldendf ; + + fi ) if ( ! ( * fi ) . IsD ( ) )
{
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if ( cb & & ( + + step % PercStep ) = = 0 )
( * cb ) ( step / PercStep , " Refining... " ) ;
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vv [ 0 ] = ( * fi ) . V ( 0 ) ;
vv [ 1 ] = ( * fi ) . V ( 1 ) ;
vv [ 2 ] = ( * fi ) . V ( 2 ) ;
vv [ 3 ] = RD [ fi ] . vp [ 0 ] ;
vv [ 4 ] = RD [ fi ] . vp [ 1 ] ;
vv [ 5 ] = RD [ fi ] . vp [ 2 ] ;
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int ind = ( ( vv [ 3 ] ! = NULL ) ? 1 : 0 ) + ( ( vv [ 4 ] ! = NULL ) ? 2 : 0 ) + ( ( vv [ 5 ] ! = NULL ) ? 4 : 0 ) ;
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nf [ 0 ] = & * fi ;
int i ;
for ( i = 1 ; i < SplitTab [ ind ] . TriNum ; + + i ) {
nf [ i ] = & * lastf ; + + lastf ; fca + + ;
if ( RefineSelected | | ( * fi ) . IsS ( ) ) ( * nf [ i ] ) . SetS ( ) ;
nf [ i ] - > ImportData ( * fi ) ;
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// if(tri::HasPerFaceColor(m))
// nf[i]->C()=(*fi).cC();
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}
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if ( tri : : HasPerWedgeTexCoord ( m ) )
for ( i = 0 ; i < 3 ; + + i )
{
wtt [ i ] = ( * fi ) . WT ( i ) ;
wtt [ 3 + i ] = mid . WedgeInterp ( ( * fi ) . WT ( i ) , ( * fi ) . WT ( ( i + 1 ) % 3 ) ) ;
}
int orgflag = ( * fi ) . Flags ( ) ;
for ( i = 0 ; i < SplitTab [ ind ] . TriNum ; + + i )
for ( j = 0 ; j < 3 ; + + j )
{
( * nf [ i ] ) . V ( j ) = & * vv [ SplitTab [ ind ] . TV [ i ] [ j ] ] ;
if ( tri : : HasPerWedgeTexCoord ( m ) ) //analogo ai vertici...
( * nf [ i ] ) . WT ( j ) = wtt [ SplitTab [ ind ] . TV [ i ] [ j ] ] ;
assert ( ( * nf [ i ] ) . V ( j ) ! = 0 ) ;
if ( SplitTab [ ind ] . TE [ i ] [ j ] ! = 3 )
{
if ( orgflag & ( MESH_TYPE : : FaceType : : BORDER0 < < ( SplitTab [ ind ] . TE [ i ] [ j ] ) ) )
( * nf [ i ] ) . SetB ( j ) ;
else
( * nf [ i ] ) . ClearB ( j ) ;
if ( orgflag & ( MESH_TYPE : : FaceType : : FACEEDGESEL0 < < ( SplitTab [ ind ] . TE [ i ] [ j ] ) ) )
( * nf [ i ] ) . SetFaceEdgeS ( j ) ;
else
( * nf [ i ] ) . ClearFaceEdgeS ( j ) ;
}
else
{
( * nf [ i ] ) . ClearB ( j ) ;
( * nf [ i ] ) . ClearFaceEdgeS ( j ) ;
}
}
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if ( SplitTab [ ind ] . TriNum = = 3 & &
SquaredDistance ( vv [ SplitTab [ ind ] . swap [ 0 ] [ 0 ] ] - > P ( ) , vv [ SplitTab [ ind ] . swap [ 0 ] [ 1 ] ] - > P ( ) ) <
SquaredDistance ( vv [ SplitTab [ ind ] . swap [ 1 ] [ 0 ] ] - > P ( ) , vv [ SplitTab [ ind ] . swap [ 1 ] [ 1 ] ] - > P ( ) ) )
{ // swap the last two triangles
( * nf [ 2 ] ) . V ( 1 ) = ( * nf [ 1 ] ) . V ( 0 ) ;
( * nf [ 1 ] ) . V ( 1 ) = ( * nf [ 2 ] ) . V ( 0 ) ;
if ( tri : : HasPerWedgeTexCoord ( m ) ) { //swap also textures coordinates
( * nf [ 2 ] ) . WT ( 1 ) = ( * nf [ 1 ] ) . WT ( 0 ) ;
( * nf [ 1 ] ) . WT ( 1 ) = ( * nf [ 2 ] ) . WT ( 0 ) ;
}
if ( ( * nf [ 1 ] ) . IsB ( 0 ) ) ( * nf [ 2 ] ) . SetB ( 1 ) ; else ( * nf [ 2 ] ) . ClearB ( 1 ) ;
if ( ( * nf [ 2 ] ) . IsB ( 0 ) ) ( * nf [ 1 ] ) . SetB ( 1 ) ; else ( * nf [ 1 ] ) . ClearB ( 1 ) ;
( * nf [ 1 ] ) . ClearB ( 0 ) ;
( * nf [ 2 ] ) . ClearB ( 0 ) ;
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if ( ( * nf [ 1 ] ) . IsFaceEdgeS ( 0 ) ) ( * nf [ 2 ] ) . SetFaceEdgeS ( 1 ) ; else ( * nf [ 2 ] ) . ClearFaceEdgeS ( 1 ) ;
if ( ( * nf [ 2 ] ) . IsFaceEdgeS ( 0 ) ) ( * nf [ 1 ] ) . SetFaceEdgeS ( 1 ) ; else ( * nf [ 1 ] ) . ClearFaceEdgeS ( 1 ) ;
( * nf [ 1 ] ) . ClearFaceEdgeS ( 0 ) ;
( * nf [ 2 ] ) . ClearFaceEdgeS ( 0 ) ;
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}
}
assert ( lastf = = m . face . end ( ) ) ; // critical assert: we MUST have used all the faces that we forecasted we need and that we previously allocated.
assert ( ! m . vert . empty ( ) ) ;
for ( fi = m . face . begin ( ) ; fi ! = m . face . end ( ) ; + + fi ) if ( ! ( * fi ) . IsD ( ) ) {
assert ( ( * fi ) . V ( 0 ) > = & * m . vert . begin ( ) & & ( * fi ) . V ( 0 ) < = & m . vert . back ( ) ) ;
assert ( ( * fi ) . V ( 1 ) > = & * m . vert . begin ( ) & & ( * fi ) . V ( 1 ) < = & m . vert . back ( ) ) ;
assert ( ( * fi ) . V ( 2 ) > = & * m . vert . begin ( ) & & ( * fi ) . V ( 2 ) < = & m . vert . back ( ) ) ;
}
tri : : UpdateTopology < MESH_TYPE > : : FaceFace ( m ) ;
tri : : Allocator < MESH_TYPE > : : template DeletePerFaceAttribute < RefinedFaceData < VertexPointer > > ( m , RD ) ;
return true ;
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}
/*************************************************************************/
// simple wrapper of the base refine for lazy coder that do not need a edge predicate
template < class MESH_TYPE , class MIDPOINT >
bool Refine ( MESH_TYPE & m , MIDPOINT mid , typename MESH_TYPE : : ScalarType thr = 0 , bool RefineSelected = false , CallBackPos * cb = 0 )
{
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EdgeLen < MESH_TYPE , typename MESH_TYPE : : ScalarType > ep ( thr ) ;
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return RefineE ( m , mid , ep , RefineSelected , cb ) ;
}
/*************************************************************************/
/*
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Modified Butterfly interpolation scheme ,
as presented in
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Zorin , Schroeder
Subdivision for modeling and animation
Siggraph 2000 Course Notes
*/
/*
vul - - - - - - - vu - - - - - - - - vur
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\ / \ /
\ / \ /
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\ / fu \ /
vl - - - - - - - - vr
/ \ fd / \
/ \ / \
/ \ / \
vdl - - - - - - - vd - - - - - - - - vdr
*/
template < class MESH_TYPE >
struct MidPointButterfly : public std : : unary_function < face : : Pos < typename MESH_TYPE : : FaceType > , typename MESH_TYPE : : CoordType >
{
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MESH_TYPE & m ;
MidPointButterfly ( MESH_TYPE & _m ) : m ( _m ) { }
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void operator ( ) ( typename MESH_TYPE : : VertexType & nv , face : : Pos < typename MESH_TYPE : : FaceType > ep )
{
face : : Pos < typename MESH_TYPE : : FaceType > he ( ep . f , ep . z , ep . f - > V ( ep . z ) ) ;
typename MESH_TYPE : : CoordType * vl , * vr ;
typename MESH_TYPE : : CoordType * vl0 , * vr0 ;
typename MESH_TYPE : : CoordType * vu , * vd , * vul , * vur , * vdl , * vdr ;
vl = & he . v - > P ( ) ;
he . FlipV ( ) ;
vr = & he . v - > P ( ) ;
if ( tri : : HasPerVertexColor ( m ) )
nv . C ( ) . lerp ( ep . f - > V ( ep . z ) - > C ( ) , ep . f - > V1 ( ep . z ) - > C ( ) , .5f ) ;
if ( he . IsBorder ( ) )
{
he . NextB ( ) ;
vr0 = & he . v - > P ( ) ;
he . FlipV ( ) ;
he . NextB ( ) ;
assert ( & he . v - > P ( ) = = vl ) ;
he . NextB ( ) ;
vl0 = & he . v - > P ( ) ;
nv . P ( ) = ( ( * vl ) + ( * vr ) ) * ( 9.0 / 16.0 ) - ( ( * vl0 ) + ( * vr0 ) ) / 16.0 ;
}
else
{
he . FlipE ( ) ; he . FlipV ( ) ;
vu = & he . v - > P ( ) ;
he . FlipF ( ) ; he . FlipE ( ) ; he . FlipV ( ) ;
vur = & he . v - > P ( ) ;
he . FlipV ( ) ; he . FlipE ( ) ; he . FlipF ( ) ; assert ( & he . v - > P ( ) = = vu ) ; // back to vu (on the right)
he . FlipE ( ) ;
he . FlipF ( ) ; he . FlipE ( ) ; he . FlipV ( ) ;
vul = & he . v - > P ( ) ;
he . FlipV ( ) ; he . FlipE ( ) ; he . FlipF ( ) ; assert ( & he . v - > P ( ) = = vu ) ; // back to vu (on the left)
he . FlipV ( ) ; he . FlipE ( ) ; he . FlipF ( ) ; assert ( & he . v - > P ( ) = = vl ) ; // again on vl (but under the edge)
he . FlipE ( ) ; he . FlipV ( ) ;
vd = & he . v - > P ( ) ;
he . FlipF ( ) ; he . FlipE ( ) ; he . FlipV ( ) ;
vdl = & he . v - > P ( ) ;
he . FlipV ( ) ; he . FlipE ( ) ; he . FlipF ( ) ; assert ( & he . v - > P ( ) = = vd ) ; // back to vd (on the right)
he . FlipE ( ) ;
he . FlipF ( ) ; he . FlipE ( ) ; he . FlipV ( ) ;
vdr = & he . v - > P ( ) ;
nv . P ( ) = ( ( * vl ) + ( * vr ) ) / 2.0 + ( ( * vu ) + ( * vd ) ) / 8.0 - ( ( * vul ) + ( * vur ) + ( * vdl ) + ( * vdr ) ) / 16.0 ;
}
}
/// Aggiunte in modo grezzo le due wedge interp
Color4 < typename MESH_TYPE : : ScalarType > WedgeInterp ( Color4 < typename MESH_TYPE : : ScalarType > & c0 , Color4 < typename MESH_TYPE : : ScalarType > & c1 )
{
Color4 < typename MESH_TYPE : : ScalarType > cc ;
return cc . lerp ( c0 , c1 , 0.5f ) ;
}
template < class FL_TYPE >
TexCoord2 < FL_TYPE , 1 > WedgeInterp ( TexCoord2 < FL_TYPE , 1 > & t0 , TexCoord2 < FL_TYPE , 1 > & t1 )
{
TexCoord2 < FL_TYPE , 1 > tmp ;
assert ( t0 . n ( ) = = t1 . n ( ) ) ;
tmp . n ( ) = t0 . n ( ) ;
tmp . t ( ) = ( t0 . t ( ) + t1 . t ( ) ) / 2.0 ;
return tmp ;
}
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} ;
#if 0
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int rule = 0 ;
if ( vr = = vul ) rule + = 1 ;
if ( vl = = vur ) rule + = 2 ;
if ( vl = = vdr ) rule + = 4 ;
if ( vr = = vdl ) rule + = 8 ;
switch ( rule ) {
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/* */
/* */ case 0 : return ( ( * vl ) + ( * vr ) ) / 2.0 + ( ( * vu ) + ( * vd ) ) / 8.0 - ( ( * vul ) + ( * vur ) + ( * vdl ) + ( * vdr ) ) / 16.0 ;
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/* ul */ case 1 : return ( * vl * 6 + * vr * 10 + * vu + * vd * 3 - * vur - * vdl - * vdr * 2 ) / 16.0 ;
/* ur */ case 2 : return ( * vr * 6 + * vl * 10 + * vu + * vd * 3 - * vul - * vdr - * vdl * 2 ) / 16.0 ;
/* dr */ case 4 : return ( * vr * 6 + * vl * 10 + * vd + * vu * 3 - * vdl - * vur - * vul * 2 ) / 16.0 ;
/* dl */ case 8 : return ( * vl * 6 + * vr * 10 + * vd + * vu * 3 - * vdr - * vul - * vur * 2 ) / 16.0 ;
/* ul,ur */ case 3 : return ( * vl * 4 + * vr * 4 + * vd * 2 + - * vdr - * vdl ) / 8.0 ;
/* dl,dr */ case 12 : return ( * vl * 4 + * vr * 4 + * vu * 2 + - * vur - * vul ) / 8.0 ;
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/* ul,dr */ case 5 :
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/* ur,dl */ case 10 :
default :
return ( * vl + * vr ) / 2.0 ;
}
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# endif
/*
vul - - - - - - - vu - - - - - - - - vur
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\ / \ /
\ / \ /
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\ / fu \ /
vl - - - - - - - - vr
/ \ fd / \
/ \ / \
/ \ / \
vdl - - - - - - - vd - - - - - - - - vdr
*/
// Versione modificata per tenere di conto in meniara corretta dei vertici con valenza alta
template < class MESH_TYPE >
struct MidPointButterfly2 : public std : : unary_function < face : : Pos < typename MESH_TYPE : : FaceType > , typename MESH_TYPE : : CoordType >
{
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typename MESH_TYPE : : CoordType operator ( ) ( face : : Pos < typename MESH_TYPE : : FaceType > ep )
{
double Rules [ 11 ] [ 10 ] =
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{
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{ .0 } , // valenza 0
{ .0 } , // valenza 1
{ .0 } , // valenza 2
{ .4166666667 , - .08333333333 , - .08333333333 } , // valenza 3
{ .375 , .0 , - 0.125 , .0 } , // valenza 4
{ .35 , .03090169945 , - .08090169945 , - .08090169945 , .03090169945 } , // valenza 5
{ .5 , .125 , - 0.0625 , .0 , - 0.0625 , 0.125 } , // valenza 6
{ .25 , .1088899050 , - .06042933822 , - .04846056675 , - .04846056675 , - .06042933822 , .1088899050 } , // valenza 7
{ .21875 , .1196383476 , - .03125 , - .05713834763 , - .03125 , - .05713834763 , - .03125 , .1196383476 } , // valenza 8
{ .1944444444 , .1225409480 , - .00513312590 , - .05555555556 , - .03407448880 , - .03407448880 , - .05555555556 , - .00513312590 , .1225409480 } , // valenza 9
{ .175 , .1213525492 , .01545084973 , - .04635254918 , - .04045084973 , - .025 , - .04045084973 , - .04635254918 , .01545084973 , .1213525492 } // valenza 10
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} ;
face : : Pos < typename MESH_TYPE : : FaceType > he ( ep . f , ep . z , ep . f - > V ( ep . z ) ) ;
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typename MESH_TYPE : : CoordType * vl , * vr ;
vl = & he . v - > P ( ) ;
vr = & he . VFlip ( ) - > P ( ) ;
if ( he . IsBorder ( ) )
{ he . FlipV ( ) ;
typename MESH_TYPE : : CoordType * vl0 , * vr0 ;
he . NextB ( ) ;
vr0 = & he . v - > P ( ) ;
he . FlipV ( ) ;
he . NextB ( ) ;
assert ( & he . v - > P ( ) = = vl ) ;
he . NextB ( ) ;
vl0 = & he . v - > P ( ) ;
return ( ( * vl ) + ( * vr ) ) * ( 9.0 / 16.0 ) - ( ( * vl0 ) + ( * vr0 ) ) / 16.0 ;
}
int kl = 0 , kr = 0 ; // valence of left and right vertices
bool bl = false , br = false ; // if left and right vertices are of border
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face : : Pos < typename MESH_TYPE : : FaceType > heStart = he ; assert ( he . v - > P ( ) = = * vl ) ;
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do { // compute valence of left vertex
he . FlipE ( ) ; he . FlipF ( ) ;
if ( he . IsBorder ( ) ) bl = true ;
+ + kl ;
} while ( he ! = heStart ) ;
he . FlipV ( ) ; heStart = he ; assert ( he . v - > P ( ) = = * vr ) ;
do { // compute valence of right vertex
he . FlipE ( ) ; he . FlipF ( ) ;
if ( he . IsBorder ( ) ) br = true ;
+ + kr ;
} while ( he ! = heStart ) ;
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if ( br | | bl ) return MidPointButterfly < MESH_TYPE > ( ) ( ep ) ;
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if ( kr = = 6 & & kl = = 6 ) return MidPointButterfly < MESH_TYPE > ( ) ( ep ) ;
// TRACE("odd vertex among valences of %i %i\n",kl,kr);
typename MESH_TYPE : : CoordType newposl = * vl * .75 , newposr = * vr * .75 ;
he . FlipV ( ) ; heStart = he ; assert ( he . v - > P ( ) = = * vl ) ;
int i = 0 ;
if ( kl ! = 6 )
do { // compute position of left vertex
newposl + = he . VFlip ( ) - > P ( ) * Rules [ kl ] [ i ] ;
he . FlipE ( ) ; he . FlipF ( ) ;
+ + i ;
} while ( he ! = heStart ) ;
i = 0 ; he . FlipV ( ) ; heStart = he ; assert ( he . v - > P ( ) = = * vr ) ;
if ( kr ! = 6 )
do { // compute position of right vertex
newposr + = he . VFlip ( ) - > P ( ) * Rules [ kr ] [ i ] ;
he . FlipE ( ) ; he . FlipF ( ) ;
+ + i ;
} while ( he ! = heStart ) ;
if ( kr = = 6 ) return newposl ;
if ( kl = = 6 ) return newposr ;
return newposl + newposr ;
}
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} ;
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/* The two following classes are the functor and the predicate that you need for using the refine framework to cut a mesh along a linear interpolation of the quality.
This can be used for example to slice a mesh with a plane . Just set the quality value as distance from plane and then functor and predicate
initialized 0 and invoke the refine
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MyMesh A ;
tri : : UpdateQuality : MyMesh > : : VertexFromPlane ( plane ) ;
QualityMidPointFunctor < MyMesh > slicingfunc ( 0.0 ) ;
QualityEdgePredicate < MyMesh > slicingpred ( 0.0 ) ;
tri : : UpdateTopology < MyMesh > : : FaceFace ( A ) ;
RefineE < MyMesh , QualityMidPointFunctor < MyMesh > , QualityEdgePredicate < MyMesh > > ( A , slicingfunc , slicingpred , false ) ;
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Note that they store in the vertex quality the plane distance .
*/
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template < class MESH_TYPE >
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class QualityMidPointFunctor : public std : : unary_function < face : : Pos < typename MESH_TYPE : : FaceType > , typename MESH_TYPE : : CoordType >
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{
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public :
typedef Point3 < typename MESH_TYPE : : ScalarType > Point3x ;
typedef typename MESH_TYPE : : ScalarType ScalarType ;
ScalarType thr ;
QualityMidPointFunctor ( ScalarType _thr ) : thr ( _thr ) { }
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void operator ( ) ( typename MESH_TYPE : : VertexType & nv , const face : : Pos < typename MESH_TYPE : : FaceType > & ep ) {
Point3x p0 = ep . f - > V0 ( ep . z ) - > P ( ) ;
Point3x p1 = ep . f - > V1 ( ep . z ) - > P ( ) ;
ScalarType q0 = ep . f - > V0 ( ep . z ) - > Q ( ) - thr ;
ScalarType q1 = ep . f - > V1 ( ep . z ) - > Q ( ) - thr ;
double pp = q0 / ( q0 - q1 ) ;
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nv . P ( ) = p1 * pp + p0 * ( 1.0 - pp ) ;
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nv . Q ( ) = thr ;
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}
Color4 < typename MESH_TYPE : : ScalarType > WedgeInterp ( Color4 < typename MESH_TYPE : : ScalarType > & c0 , Color4 < typename MESH_TYPE : : ScalarType > & c1 )
{
Color4 < typename MESH_TYPE : : ScalarType > cc ;
return cc . lerp ( c0 , c1 , 0.5f ) ;
}
template < class FL_TYPE >
TexCoord2 < FL_TYPE , 1 > WedgeInterp ( TexCoord2 < FL_TYPE , 1 > & t0 , TexCoord2 < FL_TYPE , 1 > & t1 )
{
TexCoord2 < FL_TYPE , 1 > tmp ;
assert ( t0 . n ( ) = = t1 . n ( ) ) ;
tmp . n ( ) = t0 . n ( ) ;
tmp . t ( ) = ( t0 . t ( ) + t1 . t ( ) ) / 2.0 ;
return tmp ;
}
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} ;
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template < class MESH_TYPE >
class QualityEdgePredicate
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{
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public :
typedef Point3 < typename MESH_TYPE : : ScalarType > Point3x ;
typedef typename MESH_TYPE : : ScalarType ScalarType ;
ScalarType thr ;
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ScalarType tolerance ;
QualityEdgePredicate ( const ScalarType & thr , ScalarType _tolerance = 0.02 ) : thr ( thr ) { tolerance = _tolerance ; }
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bool operator ( ) ( face : : Pos < typename MESH_TYPE : : FaceType > ep )
{
ScalarType q0 = ep . f - > V0 ( ep . z ) - > Q ( ) - thr ;
ScalarType q1 = ep . f - > V1 ( ep . z ) - > Q ( ) - thr ;
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if ( q0 > q1 ) std : : swap ( q0 , q1 ) ;
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if ( q0 * q1 > = 0 ) return false ;
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// now a small check to be sure that we do not make too thin crossing.
double pp = q0 / ( q0 - q1 ) ;
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if ( ( fabs ( pp ) < tolerance ) | | ( fabs ( pp ) > ( 1 - tolerance ) ) ) return false ;
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return true ;
}
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} ;
template < class MESH_TYPE >
struct MidPointSphere : public std : : unary_function < face : : Pos < typename MESH_TYPE : : FaceType > , typename MESH_TYPE : : CoordType >
{
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Sphere3 < typename MESH_TYPE : : ScalarType > sph ;
typedef Point3 < typename MESH_TYPE : : ScalarType > Point3x ;
void operator ( ) ( typename MESH_TYPE : : VertexType & nv , face : : Pos < typename MESH_TYPE : : FaceType > ep ) {
Point3x & p0 = ep . f - > V0 ( ep . z ) - > P ( ) ;
Point3x & p1 = ep . f - > V1 ( ep . z ) - > P ( ) ;
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nv . P ( ) = sph . c + ( ( p0 + p1 ) / 2.0 - sph . c ) . Normalize ( ) ;
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}
Color4 < typename MESH_TYPE : : ScalarType > WedgeInterp ( Color4 < typename MESH_TYPE : : ScalarType > & c0 , Color4 < typename MESH_TYPE : : ScalarType > & c1 )
{
Color4 < typename MESH_TYPE : : ScalarType > cc ;
return cc . lerp ( c0 , c1 , 0.5f ) ;
}
template < class FL_TYPE >
TexCoord2 < FL_TYPE , 1 > WedgeInterp ( TexCoord2 < FL_TYPE , 1 > & t0 , TexCoord2 < FL_TYPE , 1 > & t1 )
{
TexCoord2 < FL_TYPE , 1 > tmp ;
assert ( t0 . n ( ) = = t1 . n ( ) ) ;
tmp . n ( ) = t0 . n ( ) ;
tmp . t ( ) = ( t0 . t ( ) + t1 . t ( ) ) / 2.0 ;
return tmp ;
}
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} ;
template < class FLT >
class EdgeSplSphere
{
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public :
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Sphere3 < FLT > sph ;
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bool operator ( ) ( const Point3 < FLT > & p0 , const Point3 < FLT > & p1 ) const
{
if ( Distance ( sph , p0 ) > 0 ) {
if ( Distance ( sph , p1 ) > 0 ) return false ;
else return true ;
}
else if ( Distance ( sph , p1 ) < = 0 ) return false ;
return true ;
}
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} ;
template < class TRIMESH_TYPE >
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struct CenterPointBarycenter : public std : : unary_function < typename TRIMESH_TYPE : : FacePointer , typename TRIMESH_TYPE : : CoordType >
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{
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typename TRIMESH_TYPE : : CoordType operator ( ) ( typename TRIMESH_TYPE : : FacePointer f ) {
return vcg : : Barycenter < typename TRIMESH_TYPE : : FaceType > ( * f ) ;
}
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} ;
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/// \brief Triangle split
/// Simple templated function for splitting a triangle with a internal point.
/// It can be templated on a CenterPoint class that is used to generate the position of the internal point.
template < class TRIMESH_TYPE , class CenterPoint = CenterPointBarycenter < TRIMESH_TYPE > >
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class TriSplit
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{
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public :
typedef typename TRIMESH_TYPE : : FaceType FaceType ;
typedef typename TRIMESH_TYPE : : VertexType VertexType ;
static void Apply ( FaceType * f ,
FaceType * f1 , FaceType * f2 ,
VertexType * vB , CenterPoint Center )
{
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vB - > P ( ) = Center ( f ) ;
//i tre vertici della faccia da dividere
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VertexType * V0 , * V1 , * V2 ;
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V0 = f - > V ( 0 ) ;
V1 = f - > V ( 1 ) ;
V2 = f - > V ( 2 ) ;
//risistemo la faccia di partenza
( * f ) . V ( 2 ) = & ( * vB ) ;
//Faccia nuova #1
( * f1 ) . V ( 0 ) = & ( * vB ) ;
( * f1 ) . V ( 1 ) = V1 ;
( * f1 ) . V ( 2 ) = V2 ;
//Faccia nuova #2
( * f2 ) . V ( 0 ) = V0 ;
( * f2 ) . V ( 1 ) = & ( * vB ) ;
( * f2 ) . V ( 2 ) = V2 ;
if ( f - > HasFFAdjacency ( ) )
{
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//adiacenza delle facce adiacenti a quelle aggiunte
f - > FFp ( 1 ) - > FFp ( f - > FFi ( 1 ) ) = f1 ;
f - > FFp ( 2 ) - > FFp ( f - > FFi ( 2 ) ) = f2 ;
//adiacenza ff
FaceType * FF0 , * FF1 , * FF2 ;
FF0 = f - > FFp ( 0 ) ;
FF1 = f - > FFp ( 1 ) ;
FF2 = f - > FFp ( 2 ) ;
//Indici di adiacenza ff
char FFi0 , FFi1 , FFi2 ;
FFi0 = f - > FFi ( 0 ) ;
FFi1 = f - > FFi ( 1 ) ;
FFi2 = f - > FFi ( 2 ) ;
//adiacenza della faccia di partenza
( * f ) . FFp ( 1 ) = & ( * f1 ) ;
( * f ) . FFi ( 1 ) = 0 ;
( * f ) . FFp ( 2 ) = & ( * f2 ) ;
( * f ) . FFi ( 2 ) = 0 ;
//adiacenza della faccia #1
( * f1 ) . FFp ( 0 ) = f ;
( * f1 ) . FFi ( 0 ) = 1 ;
( * f1 ) . FFp ( 1 ) = FF1 ;
( * f1 ) . FFi ( 1 ) = FFi1 ;
( * f1 ) . FFp ( 2 ) = & ( * f2 ) ;
( * f1 ) . FFi ( 2 ) = 1 ;
//adiacenza della faccia #2
( * f2 ) . FFp ( 0 ) = f ;
( * f2 ) . FFi ( 0 ) = 2 ;
( * f2 ) . FFp ( 1 ) = & ( * f1 ) ;
( * f2 ) . FFi ( 1 ) = 2 ;
( * f2 ) . FFp ( 2 ) = FF2 ;
( * f2 ) . FFi ( 2 ) = FFi2 ;
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}
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}
} ; // end class TriSplit
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template < class MeshType >
void TrivialMidPointRefine ( MeshType & m )
{
typedef typename MeshType : : VertexIterator VertexIterator ;
typedef typename MeshType : : FaceIterator FaceIterator ;
typedef typename MeshType : : VertexPointer VertexPointer ;
typedef typename MeshType : : FacePointer FacePointer ;
Allocator < MeshType > : : CompactEveryVector ( m ) ;
int startFn = m . fn ;
FaceIterator lastf = tri : : Allocator < MeshType > : : AddFaces ( m , m . fn * 3 ) ;
VertexIterator lastv = tri : : Allocator < MeshType > : : AddVertices ( m , m . fn * 3 ) ;
/*
* v0
* / \
* / f0 \
* / \
* mp01 - - - - - - - - - - mp02
* / \ f3 / \
* / f1 \ / f2 \
* / \ / \
* v1 - - - - - - - - - - mp12 - - - - - - - - - - - - v2
*
*/
for ( int i = 0 ; i < startFn ; + + i )
{
FacePointer f0 = & m . face [ i ] ;
FacePointer f1 = & * lastf ; + + lastf ;
FacePointer f2 = & * lastf ; + + lastf ;
FacePointer f3 = & * lastf ; + + lastf ;
VertexPointer v0 = m . face [ i ] . V ( 0 ) ;
VertexPointer v1 = m . face [ i ] . V ( 1 ) ;
VertexPointer v2 = m . face [ i ] . V ( 2 ) ;
VertexPointer mp01 = & * lastv ; + + lastv ;
VertexPointer mp12 = & * lastv ; + + lastv ;
VertexPointer mp02 = & * lastv ; + + lastv ;
f0 - > V ( 0 ) = v0 ; f0 - > V ( 1 ) = mp01 ; f0 - > V ( 2 ) = mp02 ;
f1 - > V ( 0 ) = v1 ; f1 - > V ( 1 ) = mp12 ; f1 - > V ( 2 ) = mp01 ;
f2 - > V ( 0 ) = v2 ; f2 - > V ( 1 ) = mp02 ; f2 - > V ( 2 ) = mp12 ;
f3 - > V ( 0 ) = mp12 ; f3 - > V ( 1 ) = mp02 ; f3 - > V ( 2 ) = mp01 ;
mp01 - > P ( ) = ( v0 > v1 ) ? ( v0 - > P ( ) + v1 - > P ( ) ) / 2.0 : ( v1 - > P ( ) + v0 - > P ( ) ) / 2.0 ;
mp12 - > P ( ) = ( v1 > v2 ) ? ( v1 - > P ( ) + v2 - > P ( ) ) / 2.0 : ( v2 - > P ( ) + v1 - > P ( ) ) / 2.0 ;
mp02 - > P ( ) = ( v0 > v2 ) ? ( v0 - > P ( ) + v2 - > P ( ) ) / 2.0 : ( v2 - > P ( ) + v0 - > P ( ) ) / 2.0 ;
}
int vd = tri : : Clean < MeshType > : : RemoveDuplicateVertex ( m ) ;
printf ( " Vertex unification %i \n " , vd ) ;
int vu = tri : : Clean < MeshType > : : RemoveUnreferencedVertex ( m ) ;
printf ( " Vertex unref %i \n " , vu ) ;
Allocator < MeshType > : : CompactEveryVector ( m ) ;
}
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} // namespace tri
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} // namespace vcg
# endif