First working release.
This commit is contained in:
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bcc7bb0c83
commit
2226163daf
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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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@ -23,6 +23,7 @@
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#include <vcg/complex/local_optimization.h>
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#include <vcg/simplex/face/topology.h>
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#include <vcg/space/point3.h>
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namespace vcg
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{
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@ -33,19 +34,22 @@ namespace vcg
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/*!
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* This Class is specialization of LocalModification for the edge flip
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* It wraps the atomic operation EdgeFlip to be used in a optimizatin routine.
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* It wraps the atomic operation EdgeFlip to be used in a optimization routine.
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* Note that it has knowledge of the heap of the class LocalOptimization because
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* it is responsible of updating it after a flip has been performed
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* This is the simplest edge flipping class.
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* It flips an edge only if two adjacent faces are coplanar and the
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* quality of the faces improves after the flip.
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*/
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template <class TRIMESH_TYPE, class MYTYPE>
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class TriEdgeFlip : public LocalOptimization< TRIMESH_TYPE >::LocModType
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class PlanarEdgeFlip : public LocalOptimization< TRIMESH_TYPE >::LocModType
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{
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protected:
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typedef typename TRIMESH_TYPE::FaceType FaceType;
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typedef typename TRIMESH_TYPE::FacePointer FacePointer;
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typedef typename TRIMESH_TYPE::FaceIterator FaceIterator;
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typedef typename TRIMESH_TYPE::VertexType VertexType;
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typedef typename TRIMESH_TYPE::VertexPointer VertexPointer;
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typedef typename TRIMESH_TYPE::VertexPointer VertexPointer;
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typedef typename TRIMESH_TYPE::ScalarType ScalarType;
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typedef typename TRIMESH_TYPE::CoordType CoordType;
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typedef vcg::face::Pos<FaceType> PosType;
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@ -78,39 +82,16 @@ namespace vcg
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public:
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/*!
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* static data to gather statistical information
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* about the reasons of collapse failures
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*/
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struct FailStat
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{
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static int &Volume() {static int vol=0; return vol;}
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static int &LinkConditionFace(){static int lkf=0; return lkf;}
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static int &LinkConditionEdge(){static int lke=0; return lke;}
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static int &LinkConditionVert(){static int lkv=0; return lkv;}
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static int &OutOfDate() {static int ofd=0; return ofd;}
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static int &Border() {static int bor=0; return bor;}
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static void Init()
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{
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Volume() =0;
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LinkConditionFace()=0;
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LinkConditionEdge()=0;
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LinkConditionVert()=0;
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OutOfDate() =0;
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Border() =0;
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}
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};
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/*!
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* Default constructor
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*/
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inline TriEdgeFlip()
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inline PlanarEdgeFlip()
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{};
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/*!
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* Constructor with <I>pos</I> type
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*/
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inline TriEdgeFlip(PosType pos, int mark)
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inline PlanarEdgeFlip(PosType pos, int mark)
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{
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_pos = pos;
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_localMark = mark;
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@ -118,11 +99,35 @@ namespace vcg
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};
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/*!
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* Copy Constructor
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*/
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~TriEdgeFlip()
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inline PlanarEdgeFlip(const PlanarEdgeFlip &par)
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{
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_pos = par.GetPos();
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_localMark = par.GetMark();
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_priority = par.Priority();
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};
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/*!
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*/
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~PlanarEdgeFlip()
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{
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};
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/*!
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* Parameter
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*/
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static ScalarType &CoplanarAngleThresholdDeg() {
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static ScalarType _CoplanarAngleThresholdDeg = 0.01f;
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return _CoplanarAngleThresholdDeg;
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}
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inline PosType GetPos() {return _pos;}
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inline int GetMark(){return _localMark;}
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/*!
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* Return the LocalOptimization type
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*/
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*/
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bool IsUpToDate()
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{
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VertexPointer v0 = _pos.V(0);
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VertexPointer v1 = _pos.V(1);
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int MostRecentVertexMark = _pos.V(0)->IMark();
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MostRecentVertexMark = std::max(MostRecentVertexMark, _pos.V(1)->IMark());
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MostRecentVertexMark = std::max(MostRecentVertexMark, _pos.V(2)->IMark());
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if ((v0->IsD()) || (v1->IsD()) || _localMark < vcg::math::Min< int >( v0->IMark(), v1->IMark()))
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{
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++FailStat::OutOfDate();
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return false;
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}
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return true;
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return ( _localMark >= MostRecentVertexMark );
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};
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/*!
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* Check if this flipping operation can be performed
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*
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Check if this flipping operation can be performed.
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It is a topological and geometrical check.
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*/
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bool IsFeasible()
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virtual bool IsFeasible()
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{
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return vcg::face::CheckFlipEdge(*_pos.f, _pos.z);
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if( math::ToDeg( Angle( _pos.FFlip()->cN() , _pos.F()->cN() ) ) > CoplanarAngleThresholdDeg() ) return false;
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return vcg::face::CheckFlipEdge(*_pos.f, _pos.z);
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};
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/*!
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* Compute the priority of this optimization
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*/
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ScalarType ComputePriority()
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/*
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0
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/|\
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/ | \
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1 | 3
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\ | /
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\|/
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2
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*/ virtual ScalarType ComputePriority()
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{
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FacePointer f = _pos.f;
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int z = _pos.z;
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const ScalarType RatioThr = 20;
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const ScalarType AngleThr = (ScalarType)(M_PI/3600.0);
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int z1 = (*f).FFi(z);
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FacePointer f1 = (*f).FFp(z);
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VertexType *vx = (*f).FFp(z)->V2(z1); // ... ->V2((*f).FFi(z));
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CoordType &n0 = (*f).N();
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CoordType &n1 = (*f1).N();
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CoordType &n0d = (*f).FFp1(z)->N();
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CoordType &n0u = (*f).FFp2(z)->N();
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CoordType &n1d = (*f1).FFp1(z1)->N();
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CoordType &n1u = (*f1).FFp2(z1)->N();
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CoordType v0,v1,v2,v3;
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PosType app = _pos;
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ScalarType a01 = AngleN((*f).N(),(*f1).N());
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ScalarType e01 = vcg::Distance((*f).V(z)->cP(), (*f).V1(z)->cP() );
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ScalarType e01f = vcg::Distance((*f).V2(z)->cP(), vx->cP() );
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v0 = app.v->P();
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app.FlipE(); app.FlipV();
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v1 = app.v->P();
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app.FlipE(); app.FlipV();
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v2 = app.v->P();
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app.FlipE(); app.FlipF(); app.FlipE(); app.FlipV();
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v3 = app.v->P();
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//Compute Edge Lenght Note that border edges are lenght 0
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ScalarType e0d = (vcg::face::IsBorder(*f, 1)) ? 0 : Distance((*f).V1(z)->cP(), (*f).V2(z)->cP() ) ;
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ScalarType e0u = (vcg::face::IsBorder(*f, 2)) ? 0 : Distance((*f).V(z)->cP() , (*f).V2(z)->cP() );
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ScalarType e1d = (vcg::face::IsBorder(*f1, (z1+1)%3)) ? 0 : Distance((*f).V1(z)->cP(), vx->cP() );
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ScalarType e1u = (vcg::face::IsBorder(*f1, (z1+2)%3)) ? 0 : Distance((*f).V(z)->cP() , vx->cP() );
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ScalarType Qa = Quality(v0,v1,v2);
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ScalarType Qb = Quality(v0,v2,v3);
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CoordType n01u = ((vx->cP() - (*f).V(z)->cP()) ^ ((*f).V2(z)->cP() - (*f).V(z)->cP())).Normalize();
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CoordType n01d = (((*f).V1(z)->cP() - vx->cP()) ^ ((*f).V2(z)->cP() - vx->cP())).Normalize();
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ScalarType a01f = vcg::AngleN(n01u,n01d);
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ScalarType af0u = vcg::AngleN(n01u,n0u);
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ScalarType af0d = vcg::AngleN(n01d,n0d);
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ScalarType af1u = vcg::AngleN(n01u,n1u);
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ScalarType af1d = vcg::AngleN(n01d,n1d);
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ScalarType QaAfter = Quality(v0,v1,v3);
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ScalarType QbAfter = Quality(v1,v2,v3);
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e01 = e01f = e0d = e1d = e0u = e1u = 1; //pezza per pesare solo gli angoli!!!
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ScalarType OldCurvature = math::Max<ScalarType>(e01*a01, math::Max<ScalarType>(e0u*vcg::AngleN(n0,n0u), math::Max<ScalarType>( e0d*vcg::AngleN(n0,n0d), math::Max<ScalarType>(e1u*vcg::AngleN(n1,n1u) , e1d*vcg::AngleN(n1,n1d)))));
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ScalarType NewCurvature = math::Max<ScalarType>(e01f*a01f, math::Max<ScalarType>(e0u*AngleN(n01u,n0u), math::Max<ScalarType>( e0d*vcg::AngleN(n01d,n0d), math::Max<ScalarType>(e1u*vcg::AngleN(n01u,n1u), e1d*vcg::AngleN(n01d,n1d)))));
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_priority = (NewCurvature+AngleThr) - OldCurvature;
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// higher the quality better the triangle.
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// swaps that improve the worst quality more are performed before
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// (e.g. they have an higher priority)
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_priority = std::min(QaAfter,QbAfter) - std::min(Qa,Qb) ;
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_priority *=-1;
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return _priority;
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};
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/*!
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* Return the priority of this optimization
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*/
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ScalarType Priority() const
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virtual ScalarType Priority() const
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{
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return _priority;
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};
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*/
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void Execute(TRIMESH_TYPE &m)
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{
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vcg::face::FlipEdge(*_pos.f, _pos.z);
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int z = _pos.z;
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vcg::face::FlipEdge(*_pos.f, z);
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};
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/*!
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/*!
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*/
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static void Init(TRIMESH_TYPE &mesh, HeapType &heap)
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static void Init(TRIMESH_TYPE &mesh, HeapType &heap , bool Selected = false)
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{
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heap.clear();
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FaceIterator f_iter;
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{
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if (! (*f_iter).IsD() )
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{
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for (unsigned int i=0; i<3; i++)
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if(!(Selected && !(*f_iter).IsS()))
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{
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VertexPointer v0 = (*f_iter).V(i);
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VertexPointer v1 = (*f_iter).V((i+1)%3);
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if (v1-v0 > 0)
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heap.push_back( HeapElem( new MYTYPE(PosType(&*f_iter, i), mesh.IMark()) ) );
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for (unsigned int i=0; i<3; i++)
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{
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VertexPointer v0 = (*f_iter).V0(i);
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VertexPointer v1 = (*f_iter).V1(i);
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if (v1-v0 > 0)
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{
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heap.push_back( HeapElem( new MYTYPE(PosType(&*f_iter, i), mesh.IMark() )) );
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}
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} //endif
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} // endfor
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} // endif
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} //endfor
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GlobalMark()++;
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PosType pos(_pos.f, _pos.z);
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pos.FlipF();
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_pos.f->V1(_pos.z)->IMark() = GlobalMark();
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_pos.f->V2(_pos.z)->IMark() = GlobalMark();
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pos.f->V1(pos.z)->IMark() = GlobalMark();
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pos.f->V2(pos.z)->IMark() = GlobalMark();
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if (_pos.f->V2(_pos.z) - _pos.f->V1(_pos.z) > 0)
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heap.push_back( HeapElem( new MYTYPE( PosType(_pos.f, (_pos.z+1)%3, _pos.f->V1(_pos.z)), GlobalMark() ) ) );
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if (_pos.f->V(_pos.z) - _pos.f->V2(_pos.z) >0 )
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heap.push_back( HeapElem( new MYTYPE( PosType(_pos.f, (_pos.z+2)%3, _pos.f->V2(_pos.z)), GlobalMark() ) ) );
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_pos.V(0)->IMark() = GlobalMark();
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_pos.V(1)->IMark() = GlobalMark();
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_pos.V(2)->IMark() = GlobalMark();
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pos.V(2)->IMark() = GlobalMark();
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if (pos.f->V2(pos.z) - pos.f->V1(pos.z) > 0)
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heap.push_back( HeapElem( new MYTYPE( PosType(pos.f, (pos.z+1)%3, pos.f->V1(pos.z)), GlobalMark() ) ) );
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PosType poss(_pos.f, _pos.z);
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poss.FlipE();
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if(!poss.IsBorder())
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{
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heap.push_back( HeapElem( new MYTYPE( PosType(poss.f, poss.z), GlobalMark() ) ) );
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}
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if (pos.f->V(pos.z) - pos.f->V2(pos.z) > 0)
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heap.push_back( HeapElem( new MYTYPE( PosType(pos.f, (pos.z+2)%3, pos.f->V2(pos.z)), GlobalMark() ) ) );
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poss.FlipE(); poss.FlipV(); poss.FlipE();
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if(!poss.IsBorder() )
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{
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heap.push_back( HeapElem( new MYTYPE( PosType(poss.f, poss.z), GlobalMark() ) ) );
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}
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pos.FlipE();
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if(!poss.IsBorder())
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{
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heap.push_back( HeapElem( new MYTYPE( PosType(pos.f, pos.z), GlobalMark() ) ) );
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}
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pos.FlipE(); pos.FlipV(); pos.FlipE();
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if(!poss.IsBorder())
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{
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heap.push_back( HeapElem( new MYTYPE( PosType(pos.f, pos.z), GlobalMark() ) ) );
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}
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std::push_heap(heap.begin(),heap.end());
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};
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}; // end of TriEdgeFlip class
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}; // end of PlanarEdgeFlip class
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template <class TRIMESH_TYPE, class MYTYPE>
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class TriEdgeFlip : public PlanarEdgeFlip<TRIMESH_TYPE, MYTYPE>
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{
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public:
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/*!
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* Constructor with <I>pos</I> type
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*/
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inline TriEdgeFlip(const PosType pos, int mark) //: PlanarEdgeFlip<TRIMESH_TYPE,MYTYPE>( pos, mark)
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{
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_pos = pos;
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_localMark = mark;
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_priority = ComputePriority();
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};
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/*!
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* Copy Constructor
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*/
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inline TriEdgeFlip(const TriEdgeFlip &par)
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{
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_pos = par.GetPos();
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_localMark = par.GetMark();
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_priority = par.Priority();
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};
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inline TriEdgeFlip(const PlanarEdgeFlip &par)
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{
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_pos = par.GetPos();
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_localMark = par.GetMark();
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_priority = ComputePriority();
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};
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//only topology check
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bool IsFeasible()
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{
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return vcg::face::CheckFlipEdge(*_pos.f, _pos.z);
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};
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ScalarType ComputePriority()
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{
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/*
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0
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/|\
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/ | \
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1 | 3
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\ | /
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\|/
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2
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*/
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CoordType v0,v1,v2,v3;
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PosType app = _pos;
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v0 = app.v->P();
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app.FlipE(); app.FlipV();
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v1 = app.v->P();
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app.FlipE(); app.FlipV();
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v2 = app.v->P();
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app.FlipE(); app.FlipF(); app.FlipE(); app.FlipV();
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v3 = app.v->P();
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CoordType e01 = v0-v1;
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CoordType e12 = v1-v2;
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CoordType e20 = v2-v0;
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CoordType e01Norm = e01; e01Norm.Normalize();
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CoordType e12Norm = e12; e12Norm.Normalize();
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CoordType e20Norm = e20; e20Norm.Normalize();
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// The trilinear coordinates of the circumcenter are: cosA:cosB:cosC,
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ScalarType CosV0=-e01Norm*e20Norm;
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ScalarType CosV1=e01Norm*-e12Norm;
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ScalarType CosV2=e12Norm*-e20Norm;
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// to swithc frm trilinear coordinates to barycentric coords it is necessary to multply each coord for the lenght of the opposite side
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ScalarType C0 = CosV0 * Distance(v2,v1);
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ScalarType C1 = CosV1 * Distance(v2,v0);
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ScalarType C2 = CosV2 * Distance(v0,v1);
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ScalarType SumC=C0+C1+C2;
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if(SumC==0) return 20;
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CoordType CircumCenter= v0*C0/SumC + v1*C1/SumC + v2*C2/SumC;
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ScalarType Radius= Distance(v0,CircumCenter);
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ScalarType Radius1= Distance(v1,CircumCenter);
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ScalarType Radius2= Distance(v2,CircumCenter);
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assert( fabs(Radius-Radius1) < 0.1 );
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assert( fabs(Radius-Radius2) < 0.1 );
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///Return the difference of radius and the distance of v3 and the CircumCenter
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_priority = (Radius - Distance(v3,CircumCenter));
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_priority *=-1;
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||||
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||||
|
||||
return _priority;
|
||||
}
|
||||
|
||||
|
||||
};
|
||||
|
||||
|
||||
/*! @} */
|
||||
}; // end of namespace tri
|
||||
|
|
Loading…
Reference in New Issue