Small changes in the long long way to making meshlab and the vcglib really float/double independent
TexCoordScalarType can be different from the mesh scalar type
This commit is contained in:
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f9fbb89854
commit
0970bd18ca
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@ -8,7 +8,7 @@
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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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* 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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@ -26,248 +26,249 @@
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#include <vcg/complex/algorithms/parametrization/uv_utils.h>
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namespace vcg {
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namespace tri{
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template <class MeshType, bool PerWedgeFlag>
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class Distortion
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{
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public:
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typedef typename MeshType::FaceType FaceType;
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typedef typename MeshType::VertexType VertexType;
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typedef typename MeshType::CoordType CoordType;
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typedef typename MeshType::ScalarType ScalarType;
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namespace tri{
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template <class MeshType, bool PerWedgeFlag>
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class Distortion
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{
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public:
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typedef typename MeshType::FaceType FaceType;
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typedef typename MeshType::VertexType VertexType;
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typedef typename MeshType::CoordType CoordType;
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typedef typename MeshType::ScalarType ScalarType;
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typedef typename MeshType::FaceType::TexCoordType::ScalarType TexScalarType;
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static ScalarType Area3D(const FaceType *f)
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{
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return DoubleArea(*f)*(0.5);
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}
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static ScalarType Area3D(const FaceType *f)
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{
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return DoubleArea(*f)*(0.5);
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}
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static ScalarType AreaUV(const FaceType *f)
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{
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Point2<ScalarType> uv0,uv1,uv2;
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if(PerWedgeFlag) {
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uv0=f->cWT(0).P();
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uv1=f->cWT(1).P();
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uv2=f->cWT(2).P();
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} else {
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uv0=f->cV(0)->T().P();
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uv1=f->cV(1)->T().P();
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uv2=f->cV(2)->T().P();
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}
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ScalarType AreaUV=((uv1-uv0)^(uv2-uv0))/2.0;
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return AreaUV;
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}
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static ScalarType AreaUV(const FaceType *f)
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{
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Point2<TexScalarType> uv0,uv1,uv2;
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if(PerWedgeFlag) {
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uv0=f->cWT(0).P();
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uv1=f->cWT(1).P();
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uv2=f->cWT(2).P();
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} else {
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uv0=f->cV(0)->T().P();
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uv1=f->cV(1)->T().P();
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uv2=f->cV(2)->T().P();
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}
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ScalarType AreaUV=((uv1-uv0)^(uv2-uv0))/2.0;
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return AreaUV;
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}
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static ScalarType EdgeLenght3D(const FaceType *f,int e)
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{
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assert((e>=0)&&(e<3));
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ScalarType length=(f->cP0(e)-f->cP1(e)).Norm();
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return (length);
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}
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{
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assert((e>=0)&&(e<3));
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ScalarType length=(f->cP0(e)-f->cP1(e)).Norm();
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return (length);
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}
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static ScalarType EdgeLenghtUV(const FaceType *f,int e)
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{
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assert((e>=0)&&(e<3));
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Point2<ScalarType> uv0,uv1;
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if(PerWedgeFlag) {
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{
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assert((e>=0)&&(e<3));
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Point2<TexScalarType> uv0,uv1;
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if(PerWedgeFlag) {
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uv0=f->cWT(e+0).P();
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uv1=f->cWT((e+1)%3).P();
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} else {
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} else {
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uv0=f->cV0(e)->T().P();
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uv1=f->cV1(e)->T().P();
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}
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ScalarType UVlength=Distance(uv0,uv1);
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return UVlength;
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}
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}
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ScalarType UVlength=Distance(uv0,uv1);
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return UVlength;
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}
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static ScalarType AngleCos3D(const FaceType *f,int e)
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{
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assert((e>=0)&&(e<3));
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CoordType p0=f->P((e+2)%3);
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CoordType p1=f->P(e);
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CoordType p2=f->P((e+1)%3);
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typedef typename CoordType::ScalarType ScalarType;
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CoordType dir0=p2-p1;
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CoordType dir1=p0-p1;
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dir0.Normalize();
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dir1.Normalize();
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ScalarType angle=dir0*dir1;
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return angle;
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}
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static ScalarType AngleCos3D(const FaceType *f,int e)
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{
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assert((e>=0)&&(e<3));
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CoordType p0=f->P((e+2)%3);
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CoordType p1=f->P(e);
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CoordType p2=f->P((e+1)%3);
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typedef typename CoordType::ScalarType ScalarType;
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CoordType dir0=p2-p1;
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CoordType dir1=p0-p1;
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dir0.Normalize();
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dir1.Normalize();
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ScalarType angle=dir0*dir1;
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return angle;
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}
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static ScalarType AngleCosUV(const FaceType *f,int e)
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{
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Point2<ScalarType> uv0,uv1,uv2;
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if(PerWedgeFlag) {
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uv0=f->cWT((e+2)%3).P();
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uv1=f->cWT((e+0)%3).P();
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uv2=f->cWT((e+1)%3).P();
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} else {
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uv0=f->V2(e)->T().P();
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uv1=f->V0(e)->T().P();
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uv2=f->V1(e)->T().P();
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}
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vcg::Point2<ScalarType> dir0=uv2-uv1;
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vcg::Point2<ScalarType> dir1=uv0-uv1;
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dir0.Normalize();
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dir1.Normalize();
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ScalarType angle=dir0*dir1;
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return angle;
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}
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static ScalarType AngleCosUV(const FaceType *f,int e)
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{
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Point2<ScalarType> uv0,uv1,uv2;
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if(PerWedgeFlag) {
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uv0=f->cWT((e+2)%3).P();
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uv1=f->cWT((e+0)%3).P();
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uv2=f->cWT((e+1)%3).P();
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} else {
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uv0=f->V2(e)->T().P();
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uv1=f->V0(e)->T().P();
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uv2=f->V1(e)->T().P();
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}
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vcg::Point2<ScalarType> dir0=uv2-uv1;
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vcg::Point2<ScalarType> dir1=uv0-uv1;
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dir0.Normalize();
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dir1.Normalize();
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ScalarType angle=dir0*dir1;
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return angle;
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}
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static ScalarType AngleRad3D(const FaceType *f,int e)
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{
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assert((e>=0)&&(e<3));
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CoordType p0=f->cP((e+2)%3);
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CoordType p1=f->cP(e);
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CoordType p2=f->cP((e+1)%3);
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typedef typename CoordType::ScalarType ScalarType;
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CoordType dir0=p2-p1;
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CoordType dir1=p0-p1;
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return Angle(dir0,dir1);
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}
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static ScalarType AngleRad3D(const FaceType *f,int e)
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{
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assert((e>=0)&&(e<3));
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CoordType p0=f->cP((e+2)%3);
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CoordType p1=f->cP(e);
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CoordType p2=f->cP((e+1)%3);
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typedef typename CoordType::ScalarType ScalarType;
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CoordType dir0=p2-p1;
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CoordType dir1=p0-p1;
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return Angle(dir0,dir1);
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}
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static ScalarType AngleRadUV(const FaceType *f,int e)
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{
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Point2<ScalarType> uv0,uv1,uv2;
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if(PerWedgeFlag) {
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uv0=f->cWT((e+2)%3).P();
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uv1=f->cWT((e+0)%3).P();
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uv2=f->cWT((e+1)%3).P();
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} else {
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uv0=f->cV2(e)->T().P();
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uv1=f->cV0(e)->T().P();
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uv2=f->cV1(e)->T().P();
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}
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vcg::Point2<ScalarType> dir0=uv2-uv1;
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vcg::Point2<ScalarType> dir1=uv0-uv1;
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dir0.Normalize();
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dir1.Normalize();
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ScalarType t=dir0*dir1;
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if(t>1) t = 1;
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else if(t<-1) t = -1;
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return acos(t);
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}
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static ScalarType AngleRadUV(const FaceType *f,int e)
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{
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Point2<TexScalarType> uv0,uv1,uv2;
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if(PerWedgeFlag) {
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uv0=f->cWT((e+2)%3).P();
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uv1=f->cWT((e+0)%3).P();
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uv2=f->cWT((e+1)%3).P();
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} else {
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uv0=f->cV2(e)->T().P();
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uv1=f->cV0(e)->T().P();
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uv2=f->cV1(e)->T().P();
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}
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vcg::Point2<TexScalarType> dir0=uv2-uv1;
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vcg::Point2<TexScalarType> dir1=uv0-uv1;
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dir0.Normalize();
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dir1.Normalize();
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ScalarType t=dir0*dir1;
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if(t>1) t = 1;
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else if(t<-1) t = -1;
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return acos(t);
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}
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public:
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enum DistType{AreaDist,EdgeDist,AngleDist};
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public:
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enum DistType{AreaDist,EdgeDist,AngleDist};
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///return the absolute difference between angle in 3D space and texture space
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///Actually the difference in cos space
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static ScalarType AngleCosDistortion(const FaceType *f,int e)
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{
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ScalarType Angle_3D=AngleCos3D(f,e);
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ScalarType Angle_UV=AngleCosUV(f,e);
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ScalarType diff=fabs(Angle_3D-Angle_UV);///Angle_3D;
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return diff;
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}
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///return the absolute difference between angle in 3D space and texture space
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///Actually the difference in cos space
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static ScalarType AngleRadDistortion(const FaceType *f,int e)
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{
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ScalarType Angle_3D=AngleRad3D(f,e);
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ScalarType Angle_UV=AngleRadUV(f,e);
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ScalarType diff=fabs(Angle_3D-Angle_UV);///Angle_3D;
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return diff;
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}
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///return the absolute difference between angle in 3D space and texture space
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///Actually the difference in cos space
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static ScalarType AngleCosDistortion(const FaceType *f,int e)
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{
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ScalarType Angle_3D=AngleCos3D(f,e);
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ScalarType Angle_UV=AngleCosUV(f,e);
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ScalarType diff=fabs(Angle_3D-Angle_UV);///Angle_3D;
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return diff;
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}
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///return the absolute difference between angle in 3D space and texture space
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///Actually the difference in cos space
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static ScalarType AngleRadDistortion(const FaceType *f,int e)
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{
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ScalarType Angle_3D=AngleRad3D(f,e);
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ScalarType Angle_UV=AngleRadUV(f,e);
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ScalarType diff=fabs(Angle_3D-Angle_UV);///Angle_3D;
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return diff;
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}
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///return the variance of angle, normalized
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///in absolute value
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static ScalarType AngleDistortion(const FaceType *f)
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{
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return AngleRadDistortion(f,0) +
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AngleRadDistortion(f,1) +
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AngleRadDistortion(f,2);
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}
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///return the variance of angle, normalized
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///in absolute value
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static ScalarType AngleDistortion(const FaceType *f)
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{
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return AngleRadDistortion(f,0) +
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AngleRadDistortion(f,1) +
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AngleRadDistortion(f,2);
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}
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///return the global scaling factors from 3D to UV
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///return the global scaling factors from 3D to UV
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static void MeshScalingFactor(const MeshType &m,
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ScalarType &AreaScale,
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ScalarType &EdgeScale)
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{
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ScalarType SumArea3D=0;
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ScalarType SumArea2D=0;
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ScalarType SumEdge3D=0;
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ScalarType SumEdge2D=0;
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for (int i=0;i<m.face.size();i++)
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{
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SumArea3D+=Area3D(&m.face[i]);
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SumArea2D+=AreaUV(&m.face[i]);
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for (int j=0;j<3;j++)
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{
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SumEdge3D+=EdgeLenght3D(&m.face[i],j);
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SumEdge2D+=EdgeLenghtUV(&m.face[i],j);
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}
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}
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AreaScale=SumArea3D/SumArea2D;
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EdgeScale=SumEdge3D/SumEdge2D;
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}
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{
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ScalarType SumArea3D=0;
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ScalarType SumArea2D=0;
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ScalarType SumEdge3D=0;
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ScalarType SumEdge2D=0;
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for (int i=0;i<m.face.size();i++)
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{
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SumArea3D+=Area3D(&m.face[i]);
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SumArea2D+=AreaUV(&m.face[i]);
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for (int j=0;j<3;j++)
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{
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SumEdge3D+=EdgeLenght3D(&m.face[i],j);
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SumEdge2D+=EdgeLenghtUV(&m.face[i],j);
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}
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}
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AreaScale=SumArea3D/SumArea2D;
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EdgeScale=SumEdge3D/SumEdge2D;
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}
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///return the variance of edge length, normalized in absolute value,
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// the needed scaling factor EdgeScaleVal may be calculated
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///by using the ScalingFactor function
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///return the variance of edge length, normalized in absolute value,
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// the needed scaling factor EdgeScaleVal may be calculated
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///by using the ScalingFactor function
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static ScalarType EdgeDistortion(const FaceType *f,int e,
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ScalarType EdgeScaleVal)
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{
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ScalarType edgeUV=EdgeLenghtUV(f,e)*EdgeScaleVal;
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ScalarType edge3D=EdgeLenght3D(f,e);
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assert(edge3D > 0);
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ScalarType diff=fabs(edge3D-edgeUV)/edge3D;
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assert(!math::IsNAN(diff));
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return diff;
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}
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ScalarType EdgeScaleVal)
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{
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ScalarType edgeUV=EdgeLenghtUV(f,e)*EdgeScaleVal;
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ScalarType edge3D=EdgeLenght3D(f,e);
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assert(edge3D > 0);
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ScalarType diff=fabs(edge3D-edgeUV)/edge3D;
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assert(!math::IsNAN(diff));
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return diff;
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}
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///return the variance of area, normalized
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///in absolute value, the scalar AreaScaleVal may be calculated
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///by using the ScalingFactor function
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///return the variance of area, normalized
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///in absolute value, the scalar AreaScaleVal may be calculated
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///by using the ScalingFactor function
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static ScalarType AreaDistortion(const FaceType *f,
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ScalarType AreaScaleVal)
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{
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ScalarType areaUV=AreaUV(f)*AreaScaleVal;
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ScalarType area3D=Area3D(f);
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assert(area3D > 0);
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ScalarType diff=fabs(areaUV-area3D)/area3D;
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assert(!math::IsNAN(diff));
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return diff;
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}
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ScalarType AreaScaleVal)
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{
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ScalarType areaUV=AreaUV(f)*AreaScaleVal;
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ScalarType area3D=Area3D(f);
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assert(area3D > 0);
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ScalarType diff=fabs(areaUV-area3D)/area3D;
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assert(!math::IsNAN(diff));
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return diff;
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}
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///return the number of folded faces
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static bool Folded(const FaceType *f)
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{
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ScalarType areaUV=AreaUV(f);
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/*if (areaUV<0)
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printf("area %5.5f \n",areaUV);*/
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return (areaUV<0);
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}
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///return the number of folded faces
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static bool Folded(const FaceType *f)
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{
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ScalarType areaUV=AreaUV(f);
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/*if (areaUV<0)
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printf("area %5.5f \n",areaUV);*/
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return (areaUV<0);
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}
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static int Folded(const MeshType &m)
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{
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int folded=0;
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for (size_t i=0;i<m.face.size();i++)
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{
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if (m.face[i].IsD())continue;
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if(Folded(&m.face[i]))folded++;
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}
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return folded;
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}
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static int Folded(const MeshType &m)
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{
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int folded=0;
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for (size_t i=0;i<m.face.size();i++)
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{
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if (m.face[i].IsD())continue;
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if(Folded(&m.face[i]))folded++;
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}
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return folded;
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}
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static bool GloballyUnFolded(const MeshType &m)
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{
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int num=Folded(m);
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return (num>(m.fn)/2);
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}
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static bool GloballyUnFolded(const MeshType &m)
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{
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int num=Folded(m);
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return (num>(m.fn)/2);
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}
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static ScalarType MeshAngleDistortion(const MeshType &m)
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{
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ScalarType UDdist=0;
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for (int i=0;i<m.face.size();i++)
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{
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if (m.face[i].IsD())continue;
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const FaceType *f=&(m.face[i]);
|
||||
UDdist+=AngleDistortion(f)*Area3D(f);
|
||||
}
|
||||
return UDdist;
|
||||
}
|
||||
static ScalarType MeshAngleDistortion(const MeshType &m)
|
||||
{
|
||||
ScalarType UDdist=0;
|
||||
for (int i=0;i<m.face.size();i++)
|
||||
{
|
||||
if (m.face[i].IsD())continue;
|
||||
const FaceType *f=&(m.face[i]);
|
||||
UDdist+=AngleDistortion(f)*Area3D(f);
|
||||
}
|
||||
return UDdist;
|
||||
}
|
||||
|
||||
static void SetQasDistorsion(MeshType &m,
|
||||
DistType DType=AreaDist)
|
||||
|
@ -288,7 +289,7 @@ namespace vcg {
|
|||
EdgeDistortion(&m.face[i],2,edge_scale);
|
||||
}
|
||||
}
|
||||
};
|
||||
}
|
||||
};
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
|
Loading…
Reference in New Issue