Complete rewrote of the function that convert a mesh with a set of seeds and geodesic distances computed from them into a voronoi diagram mesh. Now works also in strange cases (like almost degenerate regions)
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@ -24,10 +24,11 @@
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#ifndef VORONOI_PROCESSING_H
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#define VORONOI_PROCESSING_H
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#include <vcg/complex/algorithms/geodesic.h>
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#include <vcg/complex/algorithms/update/color.h>
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#include <vcg/complex/algorithms/refine.h>
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#include<vcg/complex/algorithms/geodesic.h>
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#include<vcg/complex/algorithms/update/color.h>
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#include<vcg/complex/algorithms/refine.h>
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#include<vcg/complex/algorithms/smooth.h>
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#include<vcg/space/fitting3.h>
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namespace vcg
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@ -35,26 +36,6 @@ namespace vcg
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namespace tri
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{
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template <class MeshType>
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class ClusteringSampler
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{
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public:
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typedef typename MeshType::VertexType VertexType;
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ClusteringSampler(std::vector<VertexType *> &_vec): sampleVec(_vec)
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{
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sampleVec = _vec;
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}
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std::vector<VertexType *> &sampleVec;
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void AddVert(const VertexType &p)
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{
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sampleVec.push_back((VertexType *)(&p));
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}
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}; // end class ClusteringSampler
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struct VoronoiProcessingParameter
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{
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enum {
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@ -411,6 +392,132 @@ static VertexPointer CommonSourceBetweenBorderCorner(FacePointer f0, FacePointer
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return 0;
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}
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static void ConvertVoronoiDiagramToMesh(MeshType &m,
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MeshType &outMesh, MeshType &outPoly,
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std::vector<VertexType *> &seedVec,
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VoronoiProcessingParameter &vpp )
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{
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tri::RequirePerVertexAttribute(m,"sources");
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PerVertexPointerHandle sources = tri::Allocator<MeshType>:: template GetPerVertexAttribute<VertexPointer> (m,"sources");
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outMesh.Clear();
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outPoly.Clear();
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tri::UpdateTopology<MeshType>::FaceFace(m);
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tri::UpdateFlags<MeshType>::FaceBorderFromFF(m);
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std::vector<FacePointer> innerCornerVec, // Faces adjacent to three different regions
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borderCornerVec; // Faces that are on the border and adjacent to at least two regions.
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GetFaceCornerVec(m, sources, innerCornerVec, borderCornerVec);
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// For each seed collect all the vertices and build
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for(int i=0;i<seedVec.size();++i)
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tri::Allocator<MeshType>::AddVertex(outMesh,seedVec[i]->P(),Color4b::DarkGray);
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for(int i=0;i<seedVec.size();++i)
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{
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VertexPointer curSeed=seedVec[i];
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vector<Point3f> pt;
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for(int j=0;j<innerCornerVec.size();++j)
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for(int qq=0;qq<3;qq++)
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if(sources[innerCornerVec[j]->V(qq)] == curSeed)
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{
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pt.push_back(Barycenter(*innerCornerVec[j]));
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break;
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}
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for(int j=0;j<borderCornerVec.size();++j)
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for(int qq=0;qq<3;qq++)
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if(sources[borderCornerVec[j]->V(qq)] == curSeed)
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{
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pt.push_back(Barycenter(*borderCornerVec[j]));
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break;
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}
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Plane3f pl;
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pt.push_back(curSeed->P());
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FitPlaneToPointSet(pt,pl);
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pt.pop_back();
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Point3f nZ = pl.Direction();
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Point3f nX = (pt[0]-curSeed->P()).Normalize();
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Point3f nY = (nX^nZ).Normalize();
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vector<std::pair<float,int> > angleVec(pt.size());
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for(int j=0;j<pt.size();++j)
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{
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Point3f p = (pt[j]-curSeed->P()).Normalize();
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float angle = 180.0f+math::ToDeg(atan2(p*nY,p*nX));
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angleVec[j] = make_pair(angle,j);
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}
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std::sort(angleVec.begin(),angleVec.end());
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// Now build another piece of mesh.
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int curRegionStart=outMesh.vert.size();
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for(int j=0;j<pt.size();++j)
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tri::Allocator<MeshType>::AddVertex(outMesh,pt[angleVec[j].second],Color4b::LightGray);
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for(int j=0;j<pt.size();++j){
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float curAngle = angleVec[(j+1)%pt.size()].first - angleVec[j].first;
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printf("seed %4i (%i) - face %i angle %5.1f %5.1f %5.1f\n",i,curRegionStart,j,angleVec[j].first,angleVec[(j+1)%pt.size()].first,curAngle);
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if(curAngle < 0) curAngle += 360.0;
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if(curAngle < 170.0)
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tri::Allocator<MeshType>::AddFace(outMesh,
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&outMesh.vert[i ],
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&outMesh.vert[curRegionStart + j ],
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&outMesh.vert[curRegionStart + ((j+1)%pt.size())]);
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outMesh.face.back().SetF(0);
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outMesh.face.back().SetF(2);
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}
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} // end for each seed.
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tri::Clean<MeshType>::RemoveDuplicateVertex(outMesh);
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tri::UpdateTopology<MeshType>::FaceFace(outMesh);
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// last loop to remove faux edges bit that are now on the boundary.
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for(FaceIterator fi=outMesh.face.begin();fi!=outMesh.face.end();++fi)
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for(int i=0;i<3;++i)
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if(face::IsBorder(*fi,i) && fi->IsF(i)) fi->ClearF(i);
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std::vector< typename tri::UpdateTopology<MeshType>::PEdge> EdgeVec;
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// ******************* star to tri conversion *********
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// If requested the voronoi regions are converted from a star arragned polygon
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// with vertex on the seed to a simple triangulated polygon by mean of a simple edge collapse
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if(vpp.triangulateRegion)
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{
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tri::UpdateFlags<MeshType>::FaceBorderFromFF(outMesh);
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tri::UpdateFlags<MeshType>::VertexBorderFromFace(outMesh);
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for(FaceIterator fi=outMesh.face.begin();fi!=outMesh.face.end();++fi) if(!fi->IsD())
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{
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for(int i=0;i<3;++i)
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{
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bool b0 = fi->V0(i)->IsB();
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bool b1 = fi->V1(i)->IsB();
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if( ((b0 && b1) || (fi->IsF(i) && !b0) ) &&
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tri::Index(outMesh,fi->V(i))<seedVec.size())
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{
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if(!seedVec[tri::Index(outMesh,fi->V(i))]->IsS())
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if(face::FFLinkCondition(*fi, i))
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{
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face::FFEdgeCollapse(outMesh, *fi,i);
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break;
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}
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}
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}
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}
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}
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// Now a plain conversion of the non faux edges into a polygonal mesh
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tri::UpdateTopology<MeshType>::FillUniqueEdgeVector(outMesh,EdgeVec,false);
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tri::UpdateTopology<MeshType>::AllocateEdge(outMesh);
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for(size_t i=0;i<outMesh.vert.size();++i)
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tri::Allocator<MeshType>::AddVertex(outPoly,outMesh.vert[i].P());
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for(size_t i=0;i<EdgeVec.size();++i)
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{
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size_t e0 = tri::Index(outMesh,EdgeVec[i].v[0]);
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size_t e1 = tri::Index(outMesh,EdgeVec[i].v[1]);
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assert(e0<outPoly.vert.size());
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tri::Allocator<MeshType>::AddEdge(outPoly,&(outPoly.vert[e0]),&(outPoly.vert[e1]));
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}
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}
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/// \brief Build a mesh of voronoi diagram from the given seeds
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///
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/// This function assumes that you have just run a geodesic like algorithm over your mesh using
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@ -421,7 +528,7 @@ static VertexPointer CommonSourceBetweenBorderCorner(FacePointer f0, FacePointer
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/// tri::Geodesic<MeshType>::Compute(m, seedVec, df, std::numeric_limits<ScalarType>::max(),0,&sources);
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///
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static void ConvertVoronoiDiagramToMesh(MeshType &m,
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static void ConvertVoronoiDiagramToMeshOld(MeshType &m,
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MeshType &outMesh, MeshType &outPoly,
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std::vector<VertexType *> &seedVec,
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VoronoiProcessingParameter &vpp )
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@ -939,7 +1046,9 @@ static bool QuadricRelax(MeshType &m, std::vector<VertexType *> &seedVec,
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}
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}
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tri::UpdateColor<MeshType>::PerVertexQualityRamp(m);
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if(vpp.colorStrategy==VoronoiProcessingParameter::DistanceFromBorder)
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tri::UpdateColor<MeshType>::PerVertexQualityRamp(m);
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// tri::io::ExporterPLY<MeshType>::Save(m,"last.ply",tri::io::Mask::IOM_VERTCOLOR + tri::io::Mask::IOM_VERTQUALITY );
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bool seedChanged=false;
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// update the seedvector with the new maxima (For the vertex not fixed)
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@ -981,7 +1090,8 @@ static bool GeodesicRelax(MeshType &m, std::vector<VertexType *> &seedVec, std::
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std::vector<typename tri::Geodesic<MeshType>::VertDist> biasedFrontierVec;
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BuildBiasedSeedVec(m,df,seedVec,frontierVec,biasedFrontierVec,vpp);
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tri::Geodesic<MeshType>::Visit(m,biasedFrontierVec,df);
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tri::UpdateColor<MeshType>::PerVertexQualityRamp(m);
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if(vpp.colorStrategy == VoronoiProcessingParameter::DistanceFromSeed)
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tri::UpdateColor<MeshType>::PerVertexQualityRamp(m);
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// tri::io::ExporterPLY<MeshType>::Save(m,"last.ply",tri::io::Mask::IOM_VERTCOLOR + tri::io::Mask::IOM_VERTQUALITY );
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if(vpp.colorStrategy == VoronoiProcessingParameter::DistanceFromBorder)
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