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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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/****************************************************************************
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History
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$Log: not supported by cvs2svn $
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Revision 1.2 2004/03/29 14:26:57 cignoni
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First working version!
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****************************************************************************/
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#ifndef __VCG_GEODESIC
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#define __VCG_GEODESIC
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namespace vcg {
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template <class MESH>
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class VQualityHeap
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{
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public:
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typedef typename MESH::VertexPointer VertexPointer;
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float q;
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VertexPointer p;
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inline VQualityHeap( VertexPointer np )
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{
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q = np->Q();
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p = np;
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}
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// Attenzione il minore e' maggiore
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inline bool operator < ( const VQualityHeap & vq ) const { return q > vq.q; }
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inline bool operator == ( const VQualityHeap & vq ) const { return q == vq.q; }
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inline bool operator > ( const VQualityHeap & vq ) const { return q < vq.q; }
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inline bool operator != ( const VQualityHeap & vq ) const { return q != vq.q; }
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inline bool operator <= ( const VQualityHeap & vq ) const { return q >= vq.q; }
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inline bool operator >= ( const VQualityHeap & vq ) const { return q <= vq.q; }
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inline bool is_valid() const { return q==p->Q(); }
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};
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// Calcola la qualita' come distanza geodesica dal bordo della mesh.
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// Robusta funziona anche per mesh non manifold.
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// La qualita' memorizzata indica la distanza assoluta dal bordo della mesh.
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// Nota prima del 13/11/03 in alcuni casi rari SPT andava in loop perche' poteva capitare
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// che per approx numeriche ben strane pw->Q() > pv->Q()+d ma durante la memorizzazione
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// della nuova distanza essa rimanesse uguale a prima. Patchato rimettendo i vertici nello
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// heap solo se migliorano la distanza di un epsilon == 1/100000 della mesh diag.
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template <class MESH>
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void ComputeGeodesicQuality(MESH &m, bool per_face ) // R1
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{
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//Requirements
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assert(m.HasVFTopology());
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assert(m.HasPerVertexQuality());
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if(per_face) assert(m.HasPerFaceQuality());
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vector<VQualityHeap<MESH> > heap;
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MESH::vertex_iterator v;
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MESH::face_iterator f;
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int j;
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m.VFTopology(); // Creazione adiacenza vertici
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m.ComputeBorderFlagVF(); // Marco gli edge di bordo
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for(v=m.vert.begin();v!=m.vert.end();++v)
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(*v).Q() = -1;
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for(f=m.face.begin();f!=m.face.end();++f) // Inserisco nell'heap i v di bordo
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if(!(*f).IsD())
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for(j=0;j<3;++j)
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if( (*f).IsB(j) )
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{
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for(int k=0;k<2;++k)
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{
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MESH::VertexPointer pv = (*f).V((j+k)%3);
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if( pv->Q()==-1 )
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{
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pv->Q() = 0;
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heap.push_back(VQualityHeap<MESH>(pv));
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}
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}
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}
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const MESH::scalar_type loc_eps=m.bbox.Diag()/MESH::scalar_type(100000);
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while( heap.size()!=0 ) // Shortest path tree
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{
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MESH::VertexPointer pv;
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pop_heap(heap.begin(),heap.end());
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if( ! heap.back().is_valid() )
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{
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heap.pop_back();
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continue;
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}
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pv = heap.back().p;
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heap.pop_back();
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MESH::vedgepos_type x;
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for( x.f = pv->Fp(), x.z = pv->Zp(); x.f!=0; x.NextF() )
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{
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for(int k=0;k<2;++k)
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{
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MESH::VertexPointer pw;
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float d;
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if(k==0) pw = x.f->V1(x.z);
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else pw = x.f->V2(x.z);
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d = Distance(pv->P(),pw->P());
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if( pw->Q()==-1 || pw->Q() > pv->Q()+d + loc_eps)
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{
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pw->Q() = pv->Q()+d;
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heap.push_back(VQualityHeap<MESH>(pw));
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push_heap(heap.begin(),heap.end());
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}
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}
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}
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}
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for(v=m.vert.begin();v!=m.vert.end();++v)
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if(v->Q()==-1)
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v->Q() = 0;
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if(per_face)
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{
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for(f=m.face.begin();f!=m.face.end();++f)
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(*f).Q() = ((*f).V(0)->Q() + (*f).V(1)->Q() + (*f).V(2)->Q())/3;
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}
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}
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} // end namespace
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#endif
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