Removed also from this file the deprecated dependencies from linalg. NOW EVERY PIECE OF THE VCG relies on eigen for linalgebra.
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72d67f4a11
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12543d68a2
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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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@ -30,8 +30,6 @@
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#include <assert.h>
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#include <vector>
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#include <vcg/math/base.h>
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#include <vcg/math/matrix.h>
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#include <vcg/math/lin_algebra.h>
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#include <vcg/simplex/face/topology.h>
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#include <vcg/complex/algorithms/update/normal.h>
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#include <vcg/complex/algorithms/update/topology.h>
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@ -39,6 +37,7 @@
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#include <vcg/complex/algorithms/clean.h>
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#include <vcg/space/point3.h>
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#include "emc_lookup_table.h"
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#include <eigenlib/Eigen/SVD>
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namespace vcg
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{
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@ -50,23 +49,23 @@ namespace vcg
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/*
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* Cube description:
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* 3 ________ 2 _____2__
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* /| /| / | /|
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* / | / | 11/ 3 10/ |
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* 7 /_______ / | /__6_|__ / |1
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* | | |6 | | | |
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* | 0|__|_____|1 | |__|_0|__|
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* | / | / 7 8/ 5 /
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* | / | / | / | /9
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* |/_______|/ |/___4___|/
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* 4 5
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* 3 ________ 2 _____2__
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* /| /| / | /|
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* / | / | 11/ 3 10/ |
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* 7 /_______ / | /__6_|__ / |1
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* | | |6 | | | |
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* | 0|__|_____|1 | |__|_0|__|
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* | / | / 7 8/ 5 /
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* | / | / | / | /9
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* |/_______|/ |/___4___|/
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* 4 5
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*/
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//! This class implements the Extended Marching Cubes algorithm.
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/*!
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* The implementation is enough generic: this class works only on one volume cell for each
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* The implementation is enough generic: this class works only on one volume cell for each
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* call to <CODE>ProcessCell</CODE>. Using the field value at the cell corners, it adds to the
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* mesh the triangles set approximating the surface that cross that cell.
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* mesh the triangles set approximating the surface that cross that cell.
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* @param TRIMESH_TYPE (Template parameter) the mesh type that will be constructed
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* @param WALKER_TYPE (Template parameter) the class that implements the traversal ordering of the volume.
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**/
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@ -82,7 +81,7 @@ namespace vcg
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#else
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typedef _W64 unsigned int size_t;
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#endif
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#endif
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#endif
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typedef typename vcg::tri::Allocator< TRIMESH_TYPE > AllocatorType;
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typedef typename TRIMESH_TYPE::ScalarType ScalarType;
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typedef typename TRIMESH_TYPE::VertexType VertexType;
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@ -94,11 +93,11 @@ namespace vcg
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typedef typename TRIMESH_TYPE::CoordType CoordType;
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typedef typename TRIMESH_TYPE::CoordType* CoordPointer;
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struct LightEdge
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struct LightEdge
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{
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LightEdge(size_t _face, size_t _edge):face(_face), edge(_edge) { }
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LightEdge(size_t _face, size_t _edge):face(_face), edge(_edge) { }
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size_t face, edge;
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};
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};
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/*!
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* Constructor
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@ -116,7 +115,7 @@ namespace vcg
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};
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/*!
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* Execute the initialiazation.
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* Execute the initialiazation.
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* This method must be executed before the first call to <CODE>ApplyEMC</CODE>
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*/
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void Initialize()
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@ -127,13 +126,13 @@ namespace vcg
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};
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/*!
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*
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*
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* This method must be executed after the last call to <CODE>ApplyEMC</CODE>
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*/
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void Finalize()
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{
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assert(_initialized && !_finalized);
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FlipEdges();
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FlipEdges();
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VertexIterator v_iter = _mesh->vert.begin();
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VertexIterator v_end = _mesh->vert.end();
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@ -210,7 +209,7 @@ namespace vcg
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for (n=0; n<vertices_num; ++n)
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vertices_list.push_back( vertices_idx[ indices[n] ] );
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VertexPointer feature = FindFeature( vertices_list );
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VertexPointer feature = FindFeature( vertices_list );
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if (feature != NULL) // i.e. is a valid vertex
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{
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// feature -> create triangle fan around feature vertex
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@ -288,24 +287,24 @@ namespace vcg
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CoordType *points = new CoordType[ vertices_num ];
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CoordType *normals = new CoordType[ vertices_num ];
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Box3<ScalarType> bb;
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Box3<ScalarType> bb;
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for (i=0; i<vertices_num; i++)
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{
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points[i] = _mesh->vert[ vertices_idx[i] ].P();
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normals[i].Import(_mesh->vert[ vertices_idx[i] ].N());
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bb.Add(points[i]);
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normals[i].Import(_mesh->vert[ vertices_idx[i] ].N());
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bb.Add(points[i]);
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}
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// move barycenter of points into (0, 0, 0)
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CoordType center((ScalarType) 0.0, (ScalarType) 0.0, (ScalarType) 0.0);
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for (i=0; i<vertices_num; ++i)
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for (i=0; i<vertices_num; ++i)
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center += points[i];
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center /= (ScalarType) vertices_num;
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for (i=0; i<vertices_num; ++i)
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for (i=0; i<vertices_num; ++i)
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points[i] -= center;
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// normal angle criterion
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double c, minC, maxC;
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double c, minC, maxC;
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CoordType axis;
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for (minC=1.0, i=0; i<vertices_num-1; ++i)
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{
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}
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} //end for (minC=1.0, i=0; i<vertNumber; ++i)
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if (minC > cos(_featureAngle))
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if (minC > cos(_featureAngle))
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return NULL; // invalid vertex
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// ok, we have a feature: is it edge or corner, i.e. rank 2 or 3 ?
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@ -331,62 +330,75 @@ namespace vcg
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if (c < minC) minC = c;
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if (c > maxC) maxC = c;
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}
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c = std::max< double >(fabs(minC), fabs(maxC));
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c = std::max< double >(fabs(minC), fabs(maxC));
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c = sqrt(1.0-c*c);
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rank = (c > cos(_featureAngle) ? 2 : 3);
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// setup linear system (find intersection of tangent planes)
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vcg::ndim::Matrix<double> A((unsigned int) vertices_num, 3);
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double *b = new double[ vertices_num ];
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//--vcg::ndim::Matrix<double> A((unsigned int) vertices_num, 3);
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Eigen::MatrixXd A(vertices_num,3);
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//--double *b = new double[ vertices_num ];
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Eigen::MatrixXd b(vertices_num,1);
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for (i=0; i<vertices_num; ++i)
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{
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A[i][0] = normals[i][0];
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A[i][1] = normals[i][1];
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A[i][2] = normals[i][2];
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b[i] = (points[i] * normals[i]);
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//--A[i][0] = normals[i][0];
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//--A[i][1] = normals[i][1];
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//--A[i][2] = normals[i][2];
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//--b[i] = (points[i] * normals[i]);
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A(i,0) = normals[i][0];
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A(i,0) = normals[i][1];
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A(i,0) = normals[i][2];
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b(i) = (points[i] * normals[i]);
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}
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// SVD of matrix A
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vcg::ndim::Matrix<double> V(3, 3);
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double *w = new double[vertices_num];
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vcg::SingularValueDecomposition< typename vcg::ndim::Matrix<double> > (A, w, V, LeaveUnsorted, 100);
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Eigen::JacobiSVD<Eigen::MatrixXd> svd(A);
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Eigen::MatrixXd sol(3,1);
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sol=svd.solve(b);
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// vcg::ndim::Matrix<double> V(3, 3);
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// double *w = new double[vertices_num];
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// vcg::SingularValueDecomposition< typename vcg::ndim::Matrix<double> > (A, w, V, LeaveUnsorted, 100);
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// rank == 2 -> suppress smallest singular value
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if (rank == 2)
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{
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double smin = DBL_MAX; // the max value, as defined in <float.h>
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unsigned int sminid = 0;
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unsigned int srank = std::min< unsigned int >(vertices_num, 3u);
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// if (rank == 2)
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// {
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// double smin = DBL_MAX; // the max value, as defined in <float.h>
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// unsigned int sminid = 0;
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// unsigned int srank = std::min< unsigned int >(vertices_num, 3u);
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for (i=0; i<srank; ++i)
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{
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if (w[i] < smin)
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{
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smin = w[i];
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sminid = i;
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}
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}
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w[sminid] = 0.0;
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}
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// SVD backsubstitution -> least squares, least norm solution x
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double *x = new double[3];
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vcg::SingularValueBacksubstitution< vcg::ndim::Matrix<double> >(A, w, V, x, b);
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// for (i=0; i<srank; ++i)
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// {
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// if (w[i] < smin)
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// {
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// smin = w[i];
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// sminid = i;
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// }
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// }
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// w[sminid] = 0.0;
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// }
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//
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// // SVD backsubstitution -> least squares, least norm solution x
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// double *x = new double[3];
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// vcg::SingularValueBacksubstitution< vcg::ndim::Matrix<double> >(A, w, V, x, b);
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// transform x to world coords
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CoordType point((ScalarType) x[0], (ScalarType) x[1], (ScalarType) x[2]);
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//--CoordType point((ScalarType) x[0], (ScalarType) x[1], (ScalarType) x[2]);
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CoordType point((ScalarType) sol[0], (ScalarType) sol[1], (ScalarType) sol[2]);
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point += center;
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// Safety check if the feature point found by svd is
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// out of the bbox of the vertices perhaps it is better to put it back in the center...
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if(!bb.IsIn(point)) point = center;
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// insert the feature-point
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// insert the feature-point
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VertexPointer mean_point = &*AllocatorType::AddVertices( *_mesh, 1);
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mean_point->SetUserBit(_featureFlag);
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mean_point->P() = point;
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mean_point->N().SetZero();
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delete []x;
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// delete []x;
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delete []points;
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delete []normals;
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return mean_point;
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/*!
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* Postprocessing step performed during the finalization tha flip some of the mesh edges.
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* The flipping criterion is quite simple: each edge is flipped if it will connect two
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* The flipping criterion is quite simple: each edge is flipped if it will connect two
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* feature samples after the flip.
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*/
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void FlipEdges()
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FaceIterator f_end = _mesh->face.end();
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for (i=0; f_iter!=f_end; f_iter++, i++)
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{
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if (f_iter->V(1) > f_iter->V(0)) edges.push_back( LightEdge(i,0) );
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if (f_iter->V(2) > f_iter->V(1)) edges.push_back( LightEdge(i,1) );
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if (f_iter->V(0) > f_iter->V(2)) edges.push_back( LightEdge(i,2) );
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if (f_iter->V(1) > f_iter->V(0)) edges.push_back( LightEdge(i,0) );
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if (f_iter->V(2) > f_iter->V(1)) edges.push_back( LightEdge(i,1) );
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if (f_iter->V(0) > f_iter->V(2)) edges.push_back( LightEdge(i,2) );
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}
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vcg::tri::UpdateTopology< TRIMESH_TYPE >::FaceFace( *_mesh );
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vcg::tri::UpdateTopology< TRIMESH_TYPE >::FaceFace( *_mesh );
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// Select all the triangles that has a vertex shared with a non manifold edge.
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int nonManifEdge = tri::Clean< TRIMESH_TYPE >::CountNonManifoldEdgeFF(*_mesh,true);
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// | / |
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// | / |
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// v0------v3
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if (!(f->IsS()) && vcg::face::CheckFlipEdge< FaceType >(*f, z))
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if (!(f->IsS()) && vcg::face::CheckFlipEdge< FaceType >(*f, z))
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{
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VertexPointer v0, v1, v2, v3;
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v0 = f->V(z);
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w = f->FFi(z);
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v3 = g->V2(w);
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bool b0, b1, b2, b3;
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b0 = !v0->IsUserBit(_featureFlag) ;
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b1 = !v1->IsUserBit(_featureFlag) ;
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b2 = v2->IsUserBit(_featureFlag) ;
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b3 = v3->IsUserBit(_featureFlag) ;
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b0 = !v0->IsUserBit(_featureFlag) ;
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b1 = !v1->IsUserBit(_featureFlag) ;
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b2 = v2->IsUserBit(_featureFlag) ;
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b3 = v3->IsUserBit(_featureFlag) ;
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if( b0 && b1 && b2 && b3)
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vcg::face::FlipEdge< FaceType >(*f, z);
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vcg::face::FlipEdge< FaceType >(*f, z);
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} // end if (vcg::face::CheckFlipEdge< _Face >(*f, z))
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} // end for( ; e_it!=e_end; e_it++)
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