Heavily commented, restructured and debugged the basic hole filling code
This commit is contained in:
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@ -36,6 +36,7 @@
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namespace vcg {
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namespace vcg {
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namespace tri {
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namespace tri {
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/*
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/*
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An ear is identified by TWO pos.
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An ear is identified by TWO pos.
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The Three vertexes of an Ear are:
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The Three vertexes of an Ear are:
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@ -46,22 +47,22 @@ namespace vcg {
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e1 == e0.NextB();
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e1 == e0.NextB();
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e1.FlipV() == e0;
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e1.FlipV() == e0;
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Situazioni ear non manifold, e degeneri (buco triangolare)
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*/
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/**
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T XXXXXXXXXXXXX A /XXXXX B en/XXXXX
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* Basic class for representing an 'ear' in a hole.
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/XXXXXXXXXXXXXXX /XXXXXX /XXXXXX
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*
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XXXXXXep==en XXX ep\ /en XXXX /e1 XXXX
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* Require FF-adajcncy and edge-manifoldness around the mesh (at most two triangles per edge)
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XXXXXX ----/| XX ------ ----/| XX ------ ----/|XXX
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*
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XXXXXX| /e1 XX XXXXXX| /e1 XX XXXXXX| o/e0 XX
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* An ear is represented by two consecutive Pos e0,e1.
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XXXXXX| /XXXXXX XXXXXX| /XXXXXX XXXXXX| /XXXXXX
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* The vertex pointed by the first pos is the 'corner' of the ear
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XXX e0|o/XXXXXXX XXX e0|o/XXXXXXX XXX ep| /XXXXXXX
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*
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XXX \|/XXXXXXXX XXX \|/XXXXXXXX XXX \|/XXXXXXXX
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*
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XXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXX
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*/
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*/
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template<class MESH> class TrivialEar
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template<class MESH> class TrivialEar
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{
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{
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public:
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public:
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typedef typename MESH::FaceType FaceType;
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typedef typename MESH::FaceType FaceType;
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typedef typename MESH::VertexType VertexType;
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typedef typename MESH::FacePointer FacePointer;
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typedef typename MESH::FacePointer FacePointer;
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typedef typename MESH::VertexPointer VertexPointer;
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typedef typename MESH::VertexPointer VertexPointer;
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typedef typename face::Pos<FaceType> PosType;
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typedef typename face::Pos<FaceType> PosType;
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@ -71,6 +72,7 @@ public:
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PosType e0;
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PosType e0;
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PosType e1;
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PosType e1;
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CoordType n; // the normal of the face defined by the ear
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CoordType n; // the normal of the face defined by the ear
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const char * Dump() {return 0;}
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const char * Dump() {return 0;}
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// The following members are useful to consider the Ear as a generic <triangle>
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// The following members are useful to consider the Ear as a generic <triangle>
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// with p0 the 'center' of the ear.
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// with p0 the 'center' of the ear.
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@ -116,14 +118,50 @@ public:
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virtual void ComputeQuality() { quality = QualityFace(*this) ; }
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virtual void ComputeQuality() { quality = QualityFace(*this) ; }
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bool IsUpToDate() {return ( e0.IsBorder() && e1.IsBorder());}
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bool IsUpToDate() {return ( e0.IsBorder() && e1.IsBorder());}
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// An ear is degenerated if both of its two endpoints are non manifold.
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// An ear is degenerated if both of its two endpoints are non manifold.
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bool IsDegen(const int nonManifoldBit)
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bool IsDegen()
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{
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{
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if(e0.VFlip()->IsUserBit(nonManifoldBit) && e1.V()->IsUserBit(nonManifoldBit))
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if(e0.VFlip()->IsUserBit(NonManifoldBit()) && e1.V()->IsUserBit(NonManifoldBit()))
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return true;
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return true;
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else return false;
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else return false;
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}
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}
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bool IsConcave() const {return(angleRad > (float)M_PI);}
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bool IsConcave() const {return(angleRad > (float)M_PI);}
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/** NonManifoldBit
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* To handle non manifoldness situations we keep track
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* of the vertices of the hole boundary that are traversed by more than a single boundary.
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*
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*/
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static int &NonManifoldBit() { static int _NonManifoldBit=0; return _NonManifoldBit; }
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static int InitNonManifoldBitOnHoleBoundary(const PosType &p)
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{
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if(NonManifoldBit()==0)
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NonManifoldBit() = VertexType::NewBitFlag();
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int holeSize=0;
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//First loop around the hole to mark non manifold vertices.
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PosType ip = p; // Pos iterator
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do{
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ip.V()->ClearUserBit(NonManifoldBit());
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ip.V()->ClearV();
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ip.NextB();
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holeSize++;
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} while(ip!=p);
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ip = p; // Re init the pos iterator for another loop (useless if everithing is ok!!)
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do{
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if(!ip.V()->IsV())
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ip.V()->SetV();
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else // All the vertexes that are visited more than once are non manifold
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ip.V()->SetUserBit(NonManifoldBit());
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ip.NextB();
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} while(ip!=p);
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return holeSize;
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}
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// When you close an ear you have to check that the newly added triangle does not create non manifold situations
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// When you close an ear you have to check that the newly added triangle does not create non manifold situations
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// This can happen if the new edge already exists in the mesh.
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// This can happen if the new edge already exists in the mesh.
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// We test that looping around one extreme of the ear we do not find the other vertex
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// We test that looping around one extreme of the ear we do not find the other vertex
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@ -141,8 +179,38 @@ public:
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while(!pp.IsBorder());
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while(!pp.IsBorder());
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return true;
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return true;
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}
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}
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/**
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* @brief Close the current ear by adding a triangle to the mesh
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* and returning up to two new possible ears to be closed.
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*
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* @param np0 The first new pos to be inserted in the heap
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* @param np1 The second new pos
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* @param f the already allocated face to be used to close the ear
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* @return true if it successfully add a triangle
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*
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* +\
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* +++\ -------
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* +++ep\ /| +++en/\
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* +++---| /e1 ++++++++\
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* ++++++| /++++++++++++++\
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* +++ e0|o /+++++++++++++++++++
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* +++ \|/+++++++++++++++++++++
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* +++++++++++++++++++++++++++++
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*
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* There are three main peculiar cases:
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virtual bool Close(PosType &np0, PosType &np1, FaceType * f)
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* (T)+++++++++++++ (A) /+++++ (B) /en+++++++
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* /+++++++++++++++ /++++++ /++++++++++
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* ++++++ep==en +++ ep\ /en ++++ /e1 ++++++++
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* ++++++ ----/| ++ ------ ----/| ++ ------------/|+++
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* ++++++| /e1 ++ ++++++| /e1 ++ ++++++| o/e0|+++
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* ++++++| /++++++ ++++++| /++++++ ++++++| /++++++++
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* +++ e0|o/+++++++ +++ e0|o/+++++++ +++ ep| /++++++++++
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* +++ \|/++++++++ +++ \|/++++++++ +++ \|/++++++++++++
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* ++++++++++++++++ ++++++++++++++++ ++++++++++++++++++++
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*/
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virtual bool Close(PosType &np0, PosType &np1, FaceType *f)
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{
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{
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// simple topological check
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// simple topological check
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if(e0.f==e1.f) {
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if(e0.f==e1.f) {
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@ -150,9 +218,8 @@ public:
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return false;
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return false;
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}
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}
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//usato per generare una delle due nuove orecchie.
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PosType ep=e0; ep.FlipV(); ep.NextB(); ep.FlipV(); // ep previous
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PosType ep=e0; ep.FlipV(); ep.NextB(); ep.FlipV(); // he precedente a e0
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PosType en=e1; en.NextB(); // en next
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PosType en=e1; en.NextB(); // he successivo a e1
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if(ep!=en)
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if(ep!=en)
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if(!CheckManifoldAfterEarClose()) return false;
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if(!CheckManifoldAfterEarClose()) return false;
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@ -165,7 +232,7 @@ public:
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face::FFAttachManifold(f,1,e1.f,e1.z);
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face::FFAttachManifold(f,1,e1.f,e1.z);
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face::FFSetBorder(f,2);
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face::FFSetBorder(f,2);
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// caso ear degenere per buco triangolare
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// First Special Case (T): Triangular hole
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if(ep==en)
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if(ep==en)
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{
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{
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//printf("Closing the last triangle");
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//printf("Closing the last triangle");
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@ -173,30 +240,38 @@ public:
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np0.SetNull();
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np0.SetNull();
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np1.SetNull();
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np1.SetNull();
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}
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}
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// Caso ear non manifold a
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// Second Special Case (A): Non Manifold on ep
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else if(ep.v==en.v)
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else if(ep.v==en.v)
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{
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{
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//printf("Ear Non manif A\n");
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//printf("Ear Non manif A\n");
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assert(ep.v->IsUserBit(NonManifoldBit()));
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ep.v->ClearUserBit(NonManifoldBit());
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PosType enold=en;
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PosType enold=en;
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en.NextB();
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en.NextB();
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face::FFAttachManifold(f,2,enold.f,enold.z);
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face::FFAttachManifold(f,2,enold.f,enold.z);
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np0=ep;
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np0=ep;
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np1=en;
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assert(!np0.v->IsUserBit(NonManifoldBit()));
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np1.SetNull();
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}
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}
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// Caso ear non manifold b
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// Third Special Case (B): Non Manifold on e1
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else if(ep.VFlip()==e1.v)
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else if(ep.VFlip()==e1.v)
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{
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{
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assert(e1.v->IsUserBit(NonManifoldBit()));
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e1.v->ClearUserBit(NonManifoldBit());
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//printf("Ear Non manif B\n");
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//printf("Ear Non manif B\n");
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PosType epold=ep;
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PosType epold=ep;
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ep.FlipV(); ep.NextB(); ep.FlipV();
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ep.FlipV(); ep.NextB(); ep.FlipV();
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face::FFAttachManifold(f,2,epold.f,epold.z);
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face::FFAttachManifold(f,2,epold.f,epold.z);
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np0=ep; // assign the two new
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np0=ep; // assign the two new
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np1=en; // pos that denote the ears
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assert(!np0.v->IsUserBit(NonManifoldBit()));
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np1.SetNull(); // pos that denote the ears
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}
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}
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else // caso standard // Now compute the new ears;
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else // Standard Case.
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{
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{
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np0=ep;
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np0=ep;
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if(np0.v->IsUserBit(NonManifoldBit())) np0.SetNull();
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np1=PosType(f,2,e1.v);
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np1=PosType(f,2,e1.v);
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if(np1.v->IsUserBit(NonManifoldBit())) np1.SetNull();
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}
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}
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return true;
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return true;
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}
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}
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}; // end class SelfIntersectionEar
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}; // end class SelfIntersectionEar
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// Funzione principale per chiudier un buco in maniera topologicamente corretta.
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// Gestisce situazioni non manifold ragionevoli
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// (tutte eccetto quelle piu' di 2 facce per 1 edge).
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// Controlla che non si generino nuove situazioni non manifold chiudendo orecchie
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// che sottendono un edge che gia'esiste.
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/** Hole
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* Main hole filling templated class.
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*
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*/
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template <class MESH>
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template <class MESH>
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class Hole
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class Hole
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{
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{
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@ -386,103 +461,67 @@ public:
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};
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};
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class EdgeToBeAvoided
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/** FillHoleEar
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{
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* Main Single Hole Filling Function
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VertexPointer v0,v1;
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* Given a specific hole (identified by the Info h) it fills it
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EdgeToBeAvoided(VertexPointer _v0, VertexPointer _v1):v0(_v0),v1(_v1)
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* It also update a vector of face pointers
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{
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* It uses a priority queue to choose the best ear to be closed
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if(v0>v1) swap(v0,v1);
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*/
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}
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bool operator < (const EdgeToBeAvoided &e)
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{
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if(this->v0!=e.v0) return this->v0<e.v0;
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return this->v1<e.v1;
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}
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};
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/// Main Single Hole Filling Function
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/// Given a specific hole (identified by the Info h) it fills it
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/// It also update a vector of face pointers
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/// It uses an heap to choose the best ear to be closed
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template<class EAR>
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template<class EAR>
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static void FillHoleEar(MESH &m, // The mesh to be filled
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static void FillHoleEar(MESH &m, // The mesh to be filled
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Info &h, // the particular hole to be filled
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const PosType &p, // the particular hole to be filled
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std::vector<FacePointer *> &facePointersToBeUpdated)
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std::vector<FacePointer *> &facePointersToBeUpdated)
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{
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{
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//Aggiungo le facce e aggiorno il puntatore alla faccia!
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FaceIterator f = tri::Allocator<MESH>::AddFaces(m, h.size-2, facePointersToBeUpdated);
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assert(h.p.f >= &*m.face.begin());
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assert(tri::IsValidPointer(m,p.f));
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assert(h.p.f <= &m.face.back());
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assert(p.IsBorder());
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assert(h.p.IsBorder());
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int holeSize = EAR::InitNonManifoldBitOnHoleBoundary(p);
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FaceIterator f = tri::Allocator<MESH>::AddFaces(m, holeSize-2, facePointersToBeUpdated);
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std::vector< EAR > EarHeap;
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std::priority_queue< EAR > EarHeap;
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EarHeap.reserve(h.size);
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PosType fp = p;
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int nmBit= VertexType::NewBitFlag(); // non manifoldness bit
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//First loops around the hole to mark non manifold vertices.
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PosType ip = h.p; // Pos iterator
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do{
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ip.V()->ClearUserBit(nmBit);
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ip.V()->ClearV();
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ip.NextB();
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} while(ip!=h.p);
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ip = h.p; // Re init the pos iterator for another loop (useless if everithing is ok!!)
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do{
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if(!ip.V()->IsV())
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ip.V()->SetV(); // All the vertexes that are visited more than once are non manifold
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else ip.V()->SetUserBit(nmBit);
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ip.NextB();
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} while(ip!=h.p);
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PosType fp = h.p;
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do{
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do{
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EAR appEar = EAR(fp);
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EAR appEar = EAR(fp);
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EarHeap.push_back( appEar );
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if(!fp.v->IsUserBit(EAR::NonManifoldBit()))
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EarHeap.push( appEar );
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//printf("Adding ear %s ",app.Dump());
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//printf("Adding ear %s ",app.Dump());
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fp.NextB();
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fp.NextB();
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assert(fp.IsBorder());
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assert(fp.IsBorder());
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}while(fp!=h.p);
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}while(fp!=p);
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int cnt=h.size;
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// Main Ear closing Loop
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while( holeSize > 2 && !EarHeap.empty() )
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make_heap(EarHeap.begin(), EarHeap.end());
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//finche' il buco non e' chiuso o non ci sono piu' orecchie da analizzare.
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while( cnt > 2 && !EarHeap.empty() )
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{
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{
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//printf("Front of the heap is %s", H.front().Dump());
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EAR BestEar=EarHeap.top();
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pop_heap(EarHeap.begin(), EarHeap.end()); // retrieve the MAXIMUM value and put in the back;
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EarHeap.pop();
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EAR BestEar=EarHeap.back();
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EarHeap.pop_back();
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if(BestEar.IsUpToDate() && !BestEar.IsDegen(nmBit))
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if(BestEar.IsUpToDate() && !BestEar.IsDegen())
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{
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{
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if((*f).HasPolyInfo()) (*f).Alloc(3);
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if((*f).HasPolyInfo()) (*f).Alloc(3);
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PosType ep0,ep1;
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PosType ep0,ep1;
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if(BestEar.Close(ep0,ep1,&*f))
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if(BestEar.Close(ep0,ep1,&*f))
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{
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{
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if(!ep0.IsNull()){
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if(!ep0.IsNull()){
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EarHeap.push_back(EAR(ep0));
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assert(!ep0.v->IsUserBit(EAR::NonManifoldBit()));
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push_heap( EarHeap.begin(), EarHeap.end());
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EarHeap.push(EAR(ep0));
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}
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}
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if(!ep1.IsNull()){
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if(!ep1.IsNull()){
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EarHeap.push_back(EAR(ep1));
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assert(!ep1.v->IsUserBit(EAR::NonManifoldBit()));
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push_heap( EarHeap.begin(), EarHeap.end());
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EarHeap.push(EAR(ep1));
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}
|
}
|
||||||
--cnt;
|
--holeSize;
|
||||||
++f;
|
++f;
|
||||||
}
|
}
|
||||||
}//is update()
|
}//is update()
|
||||||
}//fine del while principale.
|
}
|
||||||
|
|
||||||
|
// If the hole had k non manifold vertexes it requires less than n-2 face ( it should be n - 2*(k+1) ),
|
||||||
|
// so we delete the remaining ones.
|
||||||
while(f!=m.face.end()){
|
while(f!=m.face.end()){
|
||||||
tri::Allocator<MESH>::DeleteFace(m,*f);
|
tri::Allocator<MESH>::DeleteFace(m,*f);
|
||||||
f++;
|
f++;
|
||||||
}
|
}
|
||||||
|
|
||||||
VertexType::DeleteBitFlag(nmBit); // non manifoldness bit
|
|
||||||
}
|
}
|
||||||
|
|
||||||
template<class EAR>
|
template<class EAR>
|
||||||
|
|
@ -504,7 +543,7 @@ template<class EAR>
|
||||||
if(cb) (*cb)(indCb*10/vinfo.size(),"Closing Holes");
|
if(cb) (*cb)(indCb*10/vinfo.size(),"Closing Holes");
|
||||||
if((*ith).size < sizeHole){
|
if((*ith).size < sizeHole){
|
||||||
holeCnt++;
|
holeCnt++;
|
||||||
FillHoleEar< EAR >(m, *ith,facePtrToBeUpdated);
|
FillHoleEar< EAR >(m, (*ith).p,facePtrToBeUpdated);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
return holeCnt;
|
return holeCnt;
|
||||||
|
|
@ -555,7 +594,7 @@ template<class EAR>
|
||||||
for(fpi=EAR::AdjacencyRing().begin();fpi!=EAR::AdjacencyRing().end();++fpi)
|
for(fpi=EAR::AdjacencyRing().begin();fpi!=EAR::AdjacencyRing().end();++fpi)
|
||||||
facePtrToBeUpdated.push_back( &*fpi );
|
facePtrToBeUpdated.push_back( &*fpi );
|
||||||
|
|
||||||
FillHoleEar<EAR >(m, *ith,facePtrToBeUpdated);
|
FillHoleEar<EAR >(m, ith->p,facePtrToBeUpdated);
|
||||||
EAR::AdjacencyRing().clear();
|
EAR::AdjacencyRing().clear();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
@ -871,7 +910,7 @@ template<class EAR>
|
||||||
}while(sp != fp);
|
}while(sp != fp);
|
||||||
}
|
}
|
||||||
|
|
||||||
};//close class Hole
|
};// class Hole
|
||||||
|
|
||||||
} // end namespace tri
|
} // end namespace tri
|
||||||
} // end namespace vcg
|
} // end namespace vcg
|
||||||
|
|
|
||||||
Loading…
Reference in New Issue