vcglib/apps/nexus/decimate.cpp

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#include <vector>
#include <iostream>
// stuff to define the mesh
#include <vcg/simplex/vertex/with/afvmvn.h>
#include <vcg/math/quadric.h>
#include <vcg/complex/trimesh/base.h>
#include <vcg/simplex/face/with/av.h>
// io
//#include <wrap/io_trimesh/import_ply.h>
//#include <wrap/io_trimesh/export_ply.h>
// update
#include <vcg/complex/trimesh/update/topology.h>
#include <vcg/complex/local_optimization.h>
#include <vcg/complex/local_optimization/tri_edge_collapse_quadric.h>
#include <vcg/space/point3.h>
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#include "pvoronoi.h"
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#include "border.h"
class MyEdge;
class MyFace;
class MyVertex:public vcg::VertexAFVMVNf<DUMMYEDGETYPE , MyFace,DUMMYTETRATYPE>{public:
ScalarType w;
vcg::math::Quadric<vcg::Plane3<ScalarType,false> >q;
ScalarType & W(){return w;}
} ;
class MyFace : public vcg::FaceAV<MyVertex,DUMMYEDGETYPE , MyFace>{};
class MyMesh:
public vcg::tri::TriMesh< std::vector<MyVertex>, std::vector<MyFace > >{};
class MyTriEdgeCollapse:
public vcg::tri::TriEdgeCollapseQuadric< MyMesh, MyTriEdgeCollapse >{
public:
typedef vcg::tri::TriEdgeCollapseQuadric<MyMesh, MyTriEdgeCollapse > TECQ;
typedef TECQ::PosType PosType;
MyTriEdgeCollapse(PosType p, int i):TECQ(p,i){}
~MyTriEdgeCollapse(){}
};
using namespace vcg;
using namespace tri;
using namespace nxs;
using namespace std;
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float Clustering(unsigned int target_faces,
vector<Point3f> &newvert,
vector<unsigned int> &newface,
vector<Link> &newbord,
vector<int> &vert_remap) {
}
float Cluster(MyMesh &mesh, unsigned int target_faces);
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float Decimate(unsigned int target_faces,
vector<Point3f> &newvert,
vector<unsigned int> &newface,
vector<Link> &newbord,
vector<int> &vert_remap) {
MyMesh mesh;
//build mesh
for(unsigned int i = 0; i < newvert.size(); i++) {
MyVertex vertex;
vertex.ClearFlags();
vertex.P() = newvert[i];
mesh.vert.push_back(vertex);
}
mesh.vn = mesh.vert.size();
for(unsigned int i = 0; i < newface.size(); i+=3) {
MyFace face;
face.ClearFlags();
for(int k = 0; k < 3; k++) {
assert(newface[i+k] < mesh.vn);
face.V(k) = &mesh.vert[newface[i+k]];
}
mesh.face.push_back(face);
}
mesh.fn = mesh.face.size();
//emark borders
for(unsigned int i = 0; i < newbord.size(); i++)
mesh.vert[newbord[i].start_vert].ClearW();
// int FinalSize = mesh.face.size()/2;
// if(FinalSize > target_faces) FinalSize = target_faces;
int FinalSize = target_faces;
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printf("mesh loaded %d %d \n",mesh.vn,mesh.fn);
printf("reducing it to %i\n",FinalSize);
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/*
int t0=clock();
vcg::tri::UpdateTopology<MyMesh>::VertexFace(mesh);
int t1=clock();
vcg::LocalOptimization<MyMesh> DeciSession(mesh);
MyTriEdgeCollapse::SetDefaultParams();
DeciSession.Init<MyTriEdgeCollapse>();
FinalSize = mesh.fn - FinalSize; //number of faces to remove
FinalSize/=2; //Number of vertices to remove
DeciSession.SetTargetOperations(FinalSize);
DeciSession.DoOptimization();
float error = DeciSession.currMetric/4;//1; //get error;
int t3=clock();
*/
float error = Cluster(mesh, target_faces);
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/* printf(" vol %d \n lkv %d \n lke %d \n lkf %d \n ood %d\n bor %d\n ",
MyTriEdgeCollapse::FailStat::Volume() ,
MyTriEdgeCollapse::FailStat::LinkConditionFace(),
MyTriEdgeCollapse::FailStat::LinkConditionEdge(),
MyTriEdgeCollapse::FailStat::LinkConditionVert(),
MyTriEdgeCollapse::FailStat::OutOfDate() ,
MyTriEdgeCollapse::FailStat::Border()
);*/
// printf("Completed in %i+%i+%i msec\n",t1-t0,t2-t1,t3-t2);
// printf("mesh %d %d \n",mesh.vn,mesh.fn);
//recort vert start.
newvert.clear();
newface.clear();
unsigned int totvert = 0;
vert_remap.resize(mesh.vert.size(), -1);
for(unsigned int i = 0; i < mesh.vert.size(); i++) {
if(mesh.vert[i].IsD()) continue;
newvert.push_back(mesh.vert[i].cP());
vert_remap[i] = totvert++;
}
MyMesh::VertexPointer vert_start = &mesh.vert[0];
for(unsigned int i = 0; i < mesh.face.size(); i++) {
MyFace &face = mesh.face[i];
if(face.IsD()) continue;
for(int k = 0; k < 3; k++) {
assert(vert_remap[face.V(k) - vert_start] != -1);
newface.push_back(vert_remap[face.V(k) - vert_start]);
}
}
for(unsigned int i = 0; i < newbord.size(); i++) {
unsigned short &v = newbord[i].start_vert;
assert(vert_remap[v] != -1);
v = vert_remap[v];
}
return error;
}
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float Cluster(MyMesh &mesh, unsigned int target_faces) {
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unsigned int starting = mesh.vn;
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unsigned int nseeds = target_faces/2;
assert(nseeds < mesh.vert.size());
vector<unsigned int> remap;
VoronoiPartition part;
Box3f box;
for(unsigned int i = 0; i < mesh.vert.size(); i++) {
const Point3f &p = mesh.vert[i].cP();
box.Add(p);
if(!mesh.vert[i].IsW()) {
part.push_back(Seed(p, 1));
remap.push_back(i);
nseeds--;
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}
}
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unsigned int nborder = part.size();
//Dovrei supersamplare prima....
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while(nseeds > 0 && part.size() < mesh.vn) {
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unsigned int i = rand() % mesh.vert.size();
if(mesh.vert[i].IsW() && !mesh.vert[i].IsV()) {
const Point3f &p = mesh.vert[i].cP();
part.push_back(Seed(p, 1));
mesh.vert[i].SetV();
remap.push_back(i);
nseeds--;
}
}
part.SetBox(box);
part.Init();
vector<Point3f> centroid;
vector<unsigned int> count;
for(unsigned int i = 0; i < 3; i++) {
centroid.clear();
centroid.resize(mesh.vert.size(), Point3f(0, 0, 0));
count.clear();
count.resize(mesh.vert.size(), 0);
for(unsigned int i = 0; i < mesh.vert.size(); i++) {
unsigned int target = part.Locate(mesh.vert[i].cP());
centroid[target] += mesh.vert[i].cP();
count[target]++;
}
for(unsigned int i = nborder; i < part.size(); i++) {
if(count[i] > 0)
part[i].p = centroid[i]/count[i];
}
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}
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for(unsigned int i = nborder; i < part.size(); i++) {
assert(mesh.vert[remap[i]].IsV());
mesh.vert[remap[i]].P() = part[i].p;
}
float error = 0;
//rimappiamo le facce.....
for(unsigned int i = 0; i < mesh.face.size(); i++) {
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MyFace &face = mesh.face[i];
for(int k = 0; k < 3; k++) {
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unsigned int target = part.Locate(face.V(k)->cP());
MyVertex &vert = mesh.vert[remap[target]];
float dist = Distance(vert.cP(), face.V(k)->cP());
if(dist > error) error = dist;
face.V(k) = &vert;
}
}
for(unsigned int i = 0; i < mesh.face.size(); i++) {
MyFace &face = mesh.face[i];
assert(!face.IsD());
for(int k = 0; k < 3; k++) {
assert(face.cV(k)->IsV() || !face.cV(k)->IsW());
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}
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if(face.cV(0) == face.cV(1) ||
face.cV(0) == face.cV(2) ||
face.cV(1) == face.cV(2)) {
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face.SetD();
mesh.fn--;
}
}
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for(unsigned int i = 0; i < mesh.vert.size(); i++)
if(!mesh.vert[i].IsV() && mesh.vert[i].IsW()) {
mesh.vert[i].SetD();
mesh.vn--;
}
cerr << "Error: " << error << endl;
cerr << "faces: " << mesh.fn << endl;
cerr << "verts: " << mesh.vn << endl;
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return error;
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}
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