Improved float/double consistency removing some wrong Point3f and substitued with MeshType::CoordType

and removed a small bug (in the initialization the first ball sphere could fail for approx errors)
This commit is contained in:
Paolo Cignoni 2014-06-19 10:25:50 +00:00
parent 59779347ab
commit 3bc58b7018
1 changed files with 132 additions and 131 deletions

View File

@ -11,8 +11,8 @@
2) the border vertices of the new mesh are marked as border
3) the vector nb is used to keep track of the number of borders a vertex belongs to
4) usedBit flag is used to select the points in the mesh already processed
*/
*/
namespace vcg {
namespace tri {
@ -25,68 +25,68 @@ template <class MESH> class BallPivoting: public AdvancingFront<MESH> {
typedef typename MESH::VertexType::CoordType Point3x;
float radius; //radius of the ball
float min_edge; //min length of an edge
float max_edge; //min length of an edge
float max_angle; //max angle between 2 faces (cos(angle) actually)
float min_edge; //min length of an edge
float max_edge; //min length of an edge
float max_angle; //max angle between 2 faces (cos(angle) actually)
public:
// if radius ==0 an autoguess for the ball pivoting radius is attempted
// otherwise the passed value (in absolute mesh units) is used.
BallPivoting(MESH &_mesh, float _radius = 0,
float minr = 0.2, float angle = M_PI/2):
AdvancingFront<MESH>(_mesh), radius(_radius),
// if radius ==0 an autoguess for the ball pivoting radius is attempted
// otherwise the passed value (in absolute mesh units) is used.
BallPivoting(MESH &_mesh, float _radius = 0,
float minr = 0.2, float angle = M_PI/2):
AdvancingFront<MESH>(_mesh), radius(_radius),
min_edge(minr), max_edge(1.8), max_angle(cos(angle)),
last_seed(-1) {
//compute bbox
baricenter = Point3x(0, 0, 0);
UpdateBounding<MESH>::Box(_mesh);
for(VertexIterator vi=this->mesh.vert.begin();vi!=this->mesh.vert.end();++vi)
if( !(*vi).IsD() ) baricenter += (*vi).P();
for(VertexIterator vi=this->mesh.vert.begin();vi!=this->mesh.vert.end();++vi)
if( !(*vi).IsD() ) baricenter += (*vi).P();
baricenter /= this->mesh.vn;
assert(this->mesh.vn > 3);
if(radius == 0) // radius ==0 means that an auto guess should be attempted.
assert(this->mesh.vn > 3);
if(radius == 0) // radius ==0 means that an auto guess should be attempted.
radius = sqrt((this->mesh.bbox.Diag()*this->mesh.bbox.Diag())/this->mesh.vn);
min_edge *= radius;
max_edge *= radius;
max_edge *= radius;
VertexConstDataWrapper<MESH> ww(this->mesh);
tree = new KdTree<float>(ww);
tree = new KdTree<ScalarType>(ww);
tree->setMaxNofNeighbors(16);
usedBit = VertexType::NewBitFlag();
UpdateFlags<MESH>::VertexClear(this->mesh,usedBit);
UpdateFlags<MESH>::VertexClearV(this->mesh);
UpdateFlags<MESH>::VertexClearV(this->mesh);
for(int i = 0; i < (int)this->mesh.face.size(); i++) {
FaceType &f = this->mesh.face[i];
if(f.IsD()) continue;
for(int k = 0; k < 3; k++) {
Mark(f.V(k));
}
}
}
}
~BallPivoting() {
VertexType::DeleteBitFlag(usedBit);
delete tree;
}
bool Seed(int &v0, int &v1, int &v2) {
bool Seed(int &v0, int &v1, int &v2) {
//get a sphere of neighbours
std::vector<VertexType *> targets;
while(++last_seed < (int)(this->mesh.vert.size())) {
std::vector<VertexType *> targets;
VertexType &seed = this->mesh.vert[last_seed];
if(seed.IsD() || seed.IsUserBit(usedBit)) continue;
seed.SetUserBit(usedBit);
if(seed.IsD() || seed.IsUserBit(usedBit)) continue;
seed.SetUserBit(usedBit);
tree->doQueryK(seed.P());
int nn = tree->getNofFoundNeighbors();
@ -102,15 +102,15 @@ template <class MESH> class BallPivoting: public AdvancingFront<MESH> {
bool success = true;
//find the closest visited or boundary
for(int i = 0; i < n; i++) {
for(int i = 0; i < n; i++) {
VertexType &v = *(targets[i]);
if(v.IsV()) {
if(v.IsV()) {
success = false;
break;
}
}
if(!success) continue;
VertexType *vv0, *vv1, *vv2;
success = false;
//find a triplet that does not contains any other point
@ -118,114 +118,115 @@ template <class MESH> class BallPivoting: public AdvancingFront<MESH> {
for(int i = 0; i < n; i++) {
vv0 = targets[i];
if(vv0->IsD()) continue;
Point3x &p0 = vv0->P();
Point3x &p0 = vv0->P();
for(int k = i+1; k < n; k++) {
vv1 = targets[k];
vv1 = targets[k];
if(vv1->IsD()) continue;
Point3x &p1 = vv1->P();
float d2 = (p1 - p0).Norm();
Point3x &p1 = vv1->P();
float d2 = (p1 - p0).Norm();
if(d2 < min_edge || d2 > max_edge) continue;
for(int j = k+1; j < n; j++) {
vv2 = targets[j];
if(vv2->IsD()) continue;
Point3x &p2 = vv2->P();
Point3x &p2 = vv2->P();
float d1 = (p2 - p0).Norm();
if(d1 < min_edge || d1 > max_edge) continue;
if(d1 < min_edge || d1 > max_edge) continue;
float d0 = (p2 - p1).Norm();
if(d0 < min_edge || d0 > max_edge) continue;
Point3x normal = (p1 - p0)^(p2 - p0);
if(normal.dot(p0 - baricenter) < 0) continue;
/* if(use_normals) {
/* if(use_normals) {
if(normal * vv0->N() < 0) continue;
if(normal * vv1->N() < 0) continue;
if(normal * vv2->N() < 0) continue;
}*/
if(!FindSphere(p0, p1, p2, center)) {
continue;
}
//check no other point inside
int t;
for(t = 0; t < n; t++) {
if((center - targets[t]->P()).Norm() <= radius)
break;
for(t = 0; t < n; t++) {
ScalarType rr= Distance(center, targets[t]->P());
if( rr < radius - min_edge)
break;
}
if(t < n) {
continue;
continue;
}
//check on the other side there is not a surface
Point3x opposite = center + normal*(((center - p0).dot(normal))*2/normal.SquaredNorm());
for(t = 0; t < n; t++) {
VertexType &v = *(targets[t]);
if((v.IsV()) && (opposite - v.P()).Norm() <= radius)
break;
if((v.IsV()) && (opposite - v.P()).Norm() <= radius)
break;
}
if(t < n) {
continue;
continue;
}
success = true;
i = k = j = n;
}
}
}
if(!success) { //see bad luck above
continue;
}
Mark(vv0);
Mark(vv1);
Mark(vv2);
Mark(vv2);
v0 = tri::Index(this->mesh,vv0);
v1 = tri::Index(this->mesh,vv1);
v2 = tri::Index(this->mesh,vv2);
return true;
return true;
}
return false;
return false;
}
// Given an edge select a new vertex, mark as Visited and mark as usedBit all neighbours (less than min_edge)
int Place(FrontEdge &edge, typename AdvancingFront<MESH>::ResultIterator &touch) {
Point3x v0 = this->mesh.vert[edge.v0].P();
Point3x v1 = this->mesh.vert[edge.v1].P();
Point3x v2 = this->mesh.vert[edge.v2].P();
Point3x v1 = this->mesh.vert[edge.v1].P();
Point3x v2 = this->mesh.vert[edge.v2].P();
/* TODO why using the face normals everything goes wrong? should be
exactly the same................................................
Point3x &normal = mesh.face[edge.face].N(); ?
*/
Point3x normal = ((v1 - v0)^(v2 - v0)).Normalize();
Point3x middle = (v0 + v1)/2;
Point3x center;
Point3x normal = ((v1 - v0)^(v2 - v0)).Normalize();
Point3x middle = (v0 + v1)/2;
Point3x center;
if(!FindSphere(v0, v1, v2, center)) {
// assert(0);
return -1;
}
Point3x start_pivot = center - middle;
Point3x start_pivot = center - middle;
Point3x axis = (v1 - v0);
ScalarType axis_len = axis.SquaredNorm();
if(axis_len > 4*radius*radius) {
return -1;
}
axis.Normalize();
// r is the radius of the thorus of all possible spheres passing throug v0 and v1
ScalarType r = sqrt(radius*radius - axis_len/4);
tree->doQueryK(middle);
int nn = tree->getNofFoundNeighbors();
if(nn==0) return -1;
VertexType *candidate = NULL;
ScalarType min_angle = M_PI;
//
@ -239,41 +240,41 @@ template <class MESH> class BallPivoting: public AdvancingFront<MESH> {
// this should always be true IsB => IsV , IsV => IsU
if(v->IsB()) assert(v->IsV());
if(v->IsV()) assert(v->IsUserBit(usedBit));
if(v->IsUserBit(usedBit) && !(v->IsB())) continue;
if(vInd == edge.v0 || vInd == edge.v1 || vInd == edge.v2) continue;
Point3x p = this->mesh.vert[vInd].P();
/* Find the sphere through v0, p, v1 (store center on end_pivot */
if(!FindSphere(v0, p, v1, center)) {
continue;
continue;
}
/* Angle between old center and new center */
ScalarType alpha = OrientedAngleRad(start_pivot, center - middle, axis);
/* adding a small bias to already chosen vertices.
doesn't solve numerical problems, but helps. */
// if(this->mesh.vert[id].IsB()) alpha -= 0.001;
/* Sometimes alpha might be little less then M_PI while it should be 0,
by numerical errors: happens for example pivoting
by numerical errors: happens for example pivoting
on the diagonal of a square. */
/* if(alpha > 2*M_PI - 0.8) {
// Angle between old center and new *point*
/* if(alpha > 2*M_PI - 0.8) {
// Angle between old center and new *point*
//TODO is this really overshooting? shouldbe enough to alpha -= 2*M_PI
Point3x proj = p - axis * (axis * p - axis * middle);
ScalarType beta = angle(start_pivot, proj - middle, axis);
if(alpha > beta) alpha -= 2*M_PI;
} */
if(candidate == NULL || alpha < min_angle) {
candidate = v;
min_angle = alpha;
}
}
}
if(min_angle >= M_PI - 0.1) {
return -1;
@ -284,58 +285,58 @@ template <class MESH> class BallPivoting: public AdvancingFront<MESH> {
}
if(!candidate->IsB()) {
assert((candidate->P() - v0).Norm() > min_edge);
assert((candidate->P() - v1).Norm() > min_edge);
assert((candidate->P() - v1).Norm() > min_edge);
}
int candidateIndex = tri::Index(this->mesh,candidate);
assert(candidateIndex != edge.v0 && candidateIndex != edge.v1);
Point3x newnormal = ((candidate->P() - v0)^(v1 - v0)).Normalize();
if(normal.dot(newnormal) < max_angle || this->nb[candidateIndex] >= 2) {
return -1;
}
//test if id is in some border (to return touch
for(std::list<FrontEdge>::iterator k = this->front.begin(); k != this->front.end(); k++)
{
if((*k).v0 == candidateIndex)
{
touch.first = AdvancingFront<MESH>::FRONT;
touch.second = k;
}
}
for(std::list<FrontEdge>::iterator k = this->deads.begin(); k != this->deads.end(); k++)
{
if((*k).v0 == candidateIndex)
{
touch.first = AdvancingFront<MESH>::DEADS;
touch.second = k;
}
}
//test if id is in some border (to return touch
for(std::list<FrontEdge>::iterator k = this->front.begin(); k != this->front.end(); k++)
{
if((*k).v0 == candidateIndex)
{
touch.first = AdvancingFront<MESH>::FRONT;
touch.second = k;
}
}
for(std::list<FrontEdge>::iterator k = this->deads.begin(); k != this->deads.end(); k++)
{
if((*k).v0 == candidateIndex)
{
touch.first = AdvancingFront<MESH>::DEADS;
touch.second = k;
}
}
//mark vertices close to candidate
Mark(candidate);
return candidateIndex;
}
private:
int last_seed; //used for new seeds when front is empty
int usedBit; //use to detect if a vertex has been already processed.
Point3x baricenter;//used for the first seed.
KdTree<float> *tree;
Point3x baricenter;//used for the first seed.
KdTree<ScalarType> *tree;
/* returns the sphere touching p0, p1, p2 of radius r such that
the normal of the face points toward the center of the sphere */
bool FindSphere(const Point3x &p0, const Point3x &p1, const Point3x &p2, Point3x &center) {
//we want p0 to be always the smallest one.
Point3x p[3];
if(p0 < p1 && p0 < p2) {
p[0] = p0;
p[1] = p1;
p[2] = p2;
p[2] = p2;
} else if(p1 < p0 && p1 < p2) {
p[0] = p1;
p[1] = p2;
@ -346,38 +347,38 @@ template <class MESH> class BallPivoting: public AdvancingFront<MESH> {
p[2] = p1;
}
Point3x q1 = p[1] - p[0];
Point3x q2 = p[2] - p[0];
Point3x q2 = p[2] - p[0];
Point3x up = q1^q2;
ScalarType uplen = up.Norm();
//the three points are aligned
if(uplen < 0.001*q1.Norm()*q2.Norm()) {
return false;
}
up /= uplen;
ScalarType a11 = q1.dot(q1);
ScalarType a12 = q1.dot(q2);
ScalarType a22 = q2.dot(q2);
ScalarType m = 4*(a11*a22 - a12*a12);
ScalarType l1 = 2*(a11*a22 - a22*a12)/m;
ScalarType l2 = 2*(a11*a22 - a12*a11)/m;
center = q1*l1 + q2*l2;
ScalarType circle_r = center.Norm();
if(circle_r > radius) {
return false; //need too big a sphere
}
ScalarType height = sqrt(radius*radius - circle_r*circle_r);
center += p[0] + up*height;
return true;
}
}
/* compute angle from p to q, using axis for orientation */
ScalarType OrientedAngleRad(Point3x p, Point3x q, Point3x &axis) {
p.Normalize();
@ -387,8 +388,8 @@ template <class MESH> class BallPivoting: public AdvancingFront<MESH> {
if(vec.dot(axis) < 0) angle = -angle;
if(angle < 0) angle += 2*M_PI;
return angle;
}
}
void Mark(VertexType *v) {
tree->doQueryK(v->cP());
int n = tree->getNofFoundNeighbors();