first release version.. need to be tested in several functions
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/****************************************************************************
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* VCGLib o o *
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* Visual and Computer Graphics Library o o *
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* _ O _ *
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* Copyright(C) 2004 \/)\/ *
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* Visual Computing Lab /\/| *
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* ISTI - Italian National Research Council | *
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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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* 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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* *
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* This program is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU General Public License (http://www.gnu.org/licenses/gpl.txt) *
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* for more details. *
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* *
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****************************************************************************/
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#ifndef VCG_PARAM_DISTORSION
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#define VCG_PARAM_DISTORSION
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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>
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class Distorsion
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{
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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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static ScalarType Area3D(FaceType *f)
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{
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CoordType vp0=f->P(0);
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CoordType vp1=f->P(1);
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CoordType vp2=f->P(2);
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ScalarType Area3D=((vp2-vp0)^(vp1-vp0)).Norm()/2.0;
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return Area3D;
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}
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static ScalarType UVArea(const FaceType *f)
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{
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vcg::Point2<ScalarType> uv0=f->V(0)->T().P();
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vcg::Point2<ScalarType> uv1=f->V(1)->T().P();
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vcg::Point2<ScalarType> uv2=f->V(2)->T().P();
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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(FaceType *f,int e)
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{
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assert((e>=0)&&(e<3));
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ScalarType lenght=(f->P0(e)-f->P1(e)).Norm();
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return (lenght);
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}
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static ScalarType EdgeLenghtUV(FaceType *f,int e)
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{
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assert((e>=0)&&(e<3));
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vcg::Point2<ScalarType> uv0=f->V(e)->T().P();
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vcg::Point2<ScalarType> uv1=f->V((e+1)%3)->T().P();
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ScalarType UVlenght=(uv0-uv1).Norm();
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return (UVlenght);
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}
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static ScalarType Angle3D(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 AngleUV(FaceType *f,int e)
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{
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vcg::Point2<ScalarType> uv0=f->V((e+2)%3)->T().P();
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vcg::Point2<ScalarType> uv1=f->V(e)->T().P();
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vcg::Point2<ScalarType> uv2=f->V((e+1)%3)->T().P();
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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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public:
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///return the variance of angle, normalized
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///in absolute value
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static ScalarType AngleDistorsion(FaceType *f,int e)
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{
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ScalarType Angle_3D=Angle3D(f,e);
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ScalarType Angle_UV=AngleUV(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 global scaling factor from 3D to UV
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static ScalarType ScalingFactor(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 (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 lenght, normalized
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///in absolute value, the scalar EdgeScaleVal may be calculated
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///by using the ScalingFactor function
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static ScalarType EdgeDistorsion(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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ScalarType diff=fabs(edge3D-edgeUV)/edge3D;
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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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static ScalarType AreaDistorsion(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=EdgeLenght3D(f,e);
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ScalarType diff=fabs(edge3D-edgeUV)/edge3D;
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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=UVArea(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 (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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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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};
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}
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}
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#endif
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