complete rework of the crease preserving strategy for isotropic_remeshing & removed manifoldness constraint.
Small patch in edge_collapse adding a parameter to do (default=false) for crease information preservation after collapse Added refineMidpoint in refine to perform midpoint refinement without manifoldness constraints
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1b1023179f
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795f5473d6
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@ -209,16 +209,38 @@ public:
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// Main Collapsing Function: the one that actually performs the collapse of the edge denoted by the VertexPair c
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// Remember that v[0] will be deleted and v[1] will survive with the position indicated by p
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// To do a collapse onto a vertex simply pass p as the position of the surviving vertex
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static int Do(TriMeshType &m, VertexPair & c, const Point3<ScalarType> &p)
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static int Do(TriMeshType &m, VertexPair & c, const Point3<ScalarType> &p, const bool preserveFaceEdgeS = false)
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{
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EdgeSet es;
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FindSets(c,es);
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int n_face_del=0 ;
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static int VtoE[3][3] = { -1, 0, 2,
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0, -1, 1,
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2, 1, -1 };
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// bool toSel = false;
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VertexType* top[2];
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std::map <VertexPointer, bool> toSel;
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std::vector<VertexPointer> v2s; v2s.reserve(2);
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for(auto i=es.AV01().begin();i!=es.AV01().end();++i)
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{
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FaceType & f = *((*i).f);
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assert(f.V((*i).z) == c.V(0));
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if (preserveFaceEdgeS && f.IsFaceEdgeS(VtoE[((*i).z+1)%3][((*i).z+2)%3]))
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{
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// std::cout << "2 " <<std::endl;
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if (f.V(((*i).z+1)%3) == c.V(1))
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v2s.push_back(f.V(((*i).z+2)%3));
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else
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v2s.push_back(f.V(((*i).z+1)%3));
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}
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vcg::face::VFDetach(f,((*i).z+1)%3);
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vcg::face::VFDetach(f,((*i).z+2)%3);
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Allocator<TriMeshType>::DeleteFace(m,f);
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@ -231,11 +253,30 @@ public:
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// - we prepend that face to the list of the faces incident on v[1]
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for(auto i=es.AV0().begin();i!=es.AV0().end();++i)
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{
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FaceType & f = *((*i).f);
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if (preserveFaceEdgeS)
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{
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for (size_t j = 0; j < v2s.size(); ++j)
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{
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if ((*i).f->V(((*i).z+1)%3) == v2s[j])
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{
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(*i).f->SetFaceEdgeS(VtoE[((*i).z)%3][((*i).z+1)%3]);
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break;
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}
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if ((*i).f->V(((*i).z+2)%3) == v2s[j])
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{
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(*i).f->SetFaceEdgeS(VtoE[((*i).z)%3][((*i).z+2)%3]);
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break;
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}
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}
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}
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(*i).f->V((*i).z) = c.V(1); // For each face in v0 we substitute v0 with v1
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(*i).f->VFp((*i).z) = c.V(1)->VFp();
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(*i).f->VFi((*i).z) = c.V(1)->VFi();
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c.V(1)->VFp() = (*i).f;
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c.V(1)->VFi() = (*i).z;
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}
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Allocator<TriMeshType>::DeleteVertex(m,*(c.V(0)));
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File diff suppressed because it is too large
Load Diff
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@ -1049,6 +1049,234 @@ void TrivialMidPointRefine(MeshType & m)
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Allocator<MeshType>::CompactEveryVector(m);
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}
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template<class MESH_TYPE, class EDGEPRED>
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bool RefineMidpoint(MESH_TYPE &m, EDGEPRED &ep, bool RefineSelected=false, CallBackPos *cb = 0)
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{
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// common typenames
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typedef typename MESH_TYPE::VertexIterator VertexIterator;
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typedef typename MESH_TYPE::FaceIterator FaceIterator;
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typedef typename MESH_TYPE::VertexPointer VertexPointer;
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typedef typename MESH_TYPE::FacePointer FacePointer;
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typedef typename MESH_TYPE::FaceType FaceType;
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typedef typename MESH_TYPE::FaceType::TexCoordType TexCoordType;
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assert(tri::HasFFAdjacency(m));
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tri::UpdateFlags<MESH_TYPE>::FaceBorderFromFF(m);
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typedef face::Pos<FaceType> PosType;
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int j,NewVertNum=0,NewFaceNum=0;
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typedef RefinedFaceData<VertexPointer> RFD;
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typedef typename MESH_TYPE :: template PerFaceAttributeHandle<RFD> HandleType;
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HandleType RD = tri::Allocator<MESH_TYPE>:: template AddPerFaceAttribute<RFD> (m,std::string("RefineData"));
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MidPoint<MESH_TYPE> mid(&m);
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// Callback stuff
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int step=0;
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int PercStep=std::max(1,m.fn/33);
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// First Loop: We analyze the mesh to compute the number of the new faces and new vertices
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FaceIterator fi;
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for(fi=m.face.begin(),j=0;fi!=m.face.end();++fi) if(!(*fi).IsD())
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{
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if(cb && (++step%PercStep)==0) (*cb)(step/PercStep,"Refining...");
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// skip unselected faces if necessary
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if(RefineSelected && !(*fi).IsS()) continue;
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for(j=0;j<3;j++)
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{
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if(RD[fi].ep[j]) continue;
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PosType edgeCur(&*fi,j);
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if(RefineSelected && ! edgeCur.FFlip()->IsS()) continue;
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if(!ep(edgeCur)) continue;
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RD[edgeCur.F()].ep[edgeCur.E()]=true;
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++NewFaceNum;
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++NewVertNum;
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PosType start = edgeCur;
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if (!edgeCur.IsBorder())
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{
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do
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{
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edgeCur.NextF();
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edgeCur.F()->SetV();
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RD[edgeCur.F()].ep[edgeCur.E()] = true;
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++NewFaceNum;
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} while (edgeCur != start);
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--NewFaceNum; //start is counted twice (could remove the first increment above)
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}
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}
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} // end face loop
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if(NewVertNum ==0 )
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{
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tri::Allocator<MESH_TYPE> :: template DeletePerFaceAttribute<RefinedFaceData<VertexPointer> > (m,RD);
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return false;
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}
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VertexIterator lastv = tri::Allocator<MESH_TYPE>::AddVertices(m,NewVertNum);
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// Secondo loop: We initialize a edge->vertex map
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for(fi=m.face.begin();fi!=m.face.end();++fi) if(!(*fi).IsD())
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{
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if(cb && (++step%PercStep)==0)(*cb)(step/PercStep,"Refining...");
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for(j=0;j<3;j++)
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{
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// skip unselected faces if necessary
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if(RefineSelected && !(*fi).IsS()) continue;
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for(j=0;j<3;j++)
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{
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PosType edgeCur(&*fi,j);
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if(RefineSelected && ! edgeCur.FFlip()->IsS()) continue;
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if( RD[edgeCur.F()].ep[edgeCur.E()] && RD[edgeCur.F()].vp[edgeCur.E()] ==0 )
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{
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RD[edgeCur.F()].vp[edgeCur.E()] = &*lastv;
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mid(*lastv,edgeCur);
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PosType start = edgeCur;
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if (!edgeCur.IsBorder())
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{
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do
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{
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edgeCur.NextF();
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assert(RD[edgeCur.F()].ep[edgeCur.E()]);
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RD[edgeCur.F()].vp[edgeCur.E()] = &*lastv;
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} while (edgeCur != start);
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}
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++lastv;
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}
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}
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}
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}
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assert(lastv==m.vert.end()); // critical assert: we MUST have used all the vertex that we forecasted we need
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FaceIterator lastf = tri::Allocator<MESH_TYPE>::AddFaces(m,NewFaceNum);
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FaceIterator oldendf = lastf;
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/*
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* v0
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*
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*
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* f0
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*
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* mp01 f3 mp02
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*
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*
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* f1 f2
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*
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*v1 mp12 v2
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*
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*/
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VertexPointer vv[6]; // The six vertices that arise in the single triangle splitting
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// 0..2 Original triangle vertices
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// 3..5 mp01, mp12, mp20 midpoints of the three edges
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FacePointer nf[4]; // The (up to) four faces that are created.
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TexCoordType wtt[6]; // per ogni faccia sono al piu' tre i nuovi valori
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// di texture per wedge (uno per ogni edge)
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int fca=0;
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for(fi=m.face.begin();fi!=oldendf;++fi) if(!(*fi).IsD())
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{
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if(cb && (++step%PercStep)==0)
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(*cb)(step/PercStep,"Refining...");
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vv[0]=(*fi).V(0);
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vv[1]=(*fi).V(1);
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vv[2]=(*fi).V(2);
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vv[3] = RD[fi].vp[0];
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vv[4] = RD[fi].vp[1];
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vv[5] = RD[fi].vp[2];
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int ind = ((vv[3] != NULL) ? 1 : 0) + ((vv[4] != NULL) ? 2 : 0) + ((vv[5] != NULL) ? 4 : 0);
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nf[0]=&*fi;
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int i;
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for(i=1;i<SplitTab[ind].TriNum;++i){
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nf[i]=&*lastf; ++lastf; fca++;
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if(RefineSelected || (*fi).IsS()) (*nf[i]).SetS();
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nf[i]->ImportData(*fi);
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}
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if(tri::HasPerWedgeTexCoord(m))
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for(i=0;i<3;++i)
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{
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wtt[i]=(*fi).WT(i);
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wtt[3+i]=mid.WedgeInterp((*fi).WT(i),(*fi).WT((i+1)%3));
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}
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int orgflag = (*fi).Flags();
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for (i=0; i<SplitTab[ind].TriNum; ++i)
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for(j=0;j<3;++j)
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{
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(*nf[i]).V(j)=&*vv[SplitTab[ind].TV[i][j]];
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if(tri::HasPerWedgeTexCoord(m)) //analogo ai vertici...
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(*nf[i]).WT(j) = wtt[SplitTab[ind].TV[i][j]];
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assert((*nf[i]).V(j)!=0);
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if(SplitTab[ind].TE[i][j]!=3)
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{
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if(orgflag & (MESH_TYPE::FaceType::BORDER0<<(SplitTab[ind].TE[i][j])))
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(*nf[i]).SetB(j);
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else
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(*nf[i]).ClearB(j);
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if(orgflag & (MESH_TYPE::FaceType::FACEEDGESEL0<<(SplitTab[ind].TE[i][j])))
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(*nf[i]).SetFaceEdgeS(j);
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else
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(*nf[i]).ClearFaceEdgeS(j);
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}
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else
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{
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(*nf[i]).ClearB(j);
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(*nf[i]).ClearFaceEdgeS(j);
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}
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}
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if(SplitTab[ind].TriNum==3 &&
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SquaredDistance(vv[SplitTab[ind].swap[0][0]]->P(),vv[SplitTab[ind].swap[0][1]]->P()) <
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SquaredDistance(vv[SplitTab[ind].swap[1][0]]->P(),vv[SplitTab[ind].swap[1][1]]->P()) )
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{ // swap the last two triangles
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(*nf[2]).V(1)=(*nf[1]).V(0);
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(*nf[1]).V(1)=(*nf[2]).V(0);
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if(tri::HasPerWedgeTexCoord(m)){ //swap also textures coordinates
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(*nf[2]).WT(1)=(*nf[1]).WT(0);
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(*nf[1]).WT(1)=(*nf[2]).WT(0);
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}
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if((*nf[1]).IsB(0)) (*nf[2]).SetB(1); else (*nf[2]).ClearB(1);
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if((*nf[2]).IsB(0)) (*nf[1]).SetB(1); else (*nf[1]).ClearB(1);
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(*nf[1]).ClearB(0);
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(*nf[2]).ClearB(0);
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if((*nf[1]).IsFaceEdgeS(0)) (*nf[2]).SetFaceEdgeS(1); else (*nf[2]).ClearFaceEdgeS(1);
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if((*nf[2]).IsFaceEdgeS(0)) (*nf[1]).SetFaceEdgeS(1); else (*nf[1]).ClearFaceEdgeS(1);
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(*nf[1]).ClearFaceEdgeS(0);
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(*nf[2]).ClearFaceEdgeS(0);
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}
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}
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assert(lastf==m.face.end()); // critical assert: we MUST have used all the faces that we forecasted we need and that we previously allocated.
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assert(!m.vert.empty());
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for(fi=m.face.begin();fi!=m.face.end();++fi) if(!(*fi).IsD()){
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assert((*fi).V(0)>=&*m.vert.begin() && (*fi).V(0)<=&m.vert.back() );
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assert((*fi).V(1)>=&*m.vert.begin() && (*fi).V(1)<=&m.vert.back() );
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assert((*fi).V(2)>=&*m.vert.begin() && (*fi).V(2)<=&m.vert.back() );
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}
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tri::UpdateTopology<MESH_TYPE>::FaceFace(m);
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tri::Allocator<MESH_TYPE> :: template DeletePerFaceAttribute<RefinedFaceData<VertexPointer> > (m,RD);
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return true;
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}
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} // namespace tri
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} // namespace vcg
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