Better Comment and a bit of refactoring

This commit is contained in:
Paolo Cignoni 2017-02-21 17:15:05 +01:00
parent 43b22e4f42
commit 95da297c18
1 changed files with 67 additions and 89 deletions

View File

@ -53,80 +53,59 @@ private:
template <class TRI_MESH_TYPE, class VertexPair>
class EdgeCollapser
{
public:
/// The tetrahedral mesh type
typedef TRI_MESH_TYPE TriMeshType;
/// The face type
public:
typedef TRI_MESH_TYPE TriMeshType;
typedef typename TriMeshType::FaceType FaceType;
/// The vertex type
typedef typename FaceType::VertexType VertexType;
typedef typename FaceType::VertexType VertexType;
typedef typename FaceType::VertexPointer VertexPointer;
/// The vertex iterator type
typedef typename TriMeshType::VertexIterator VertexIterator;
/// The tetra iterator type
typedef typename TriMeshType::FaceIterator FaceIterator;
/// The coordinate type
typedef typename FaceType::VertexType::CoordType CoordType;
/// The scalar type
typedef typename FaceType::VertexType::CoordType CoordType;
typedef typename TriMeshType::VertexType::ScalarType ScalarType;
///the container of tetrahedron type
typedef typename TriMeshType::FaceContainer FaceContainer;
///the container of vertex type
typedef typename TriMeshType::VertContainer VertContainer;
///half edge type
//typedef typename TriMeshType::FaceType::EdgeType EdgeType;
/// vector of pos
// typedef typename std::vector<EdgeType> EdgeVec;
///of VFIterator
typedef typename vcg::face::VFIterator<FaceType> VFI;
/// vector of VFIterator
typedef typename std::vector<vcg::face::VFIterator<FaceType> > VFIVec;
typedef typename vcg::face::VFIterator<FaceType> VFIterator;
typedef typename std::vector<vcg::face::VFIterator<FaceType> > VFIVec;
private:
struct EdgeSet
{
VFIVec av0,av1,av01;
VFIVec & AV0() { return av0;}
VFIVec & AV1() { return av1;}
VFIVec & AV01(){ return av01;}
VFIVec av0, av1, av01;
VFIVec & AV0() { return av0;} // Faces incident only on v0
VFIVec & AV1() { return av1;} // Faces incident only on v1
VFIVec & AV01(){ return av01;} // Faces incident only on both v0 and v1
};
static void FindSets(VertexPair &p, EdgeSet &es)
{
VertexType * v0 = p.V(0);
VertexType * v1 = p.V(1);
es.AV0().clear();
es.AV1().clear();
es.AV01().clear();
for(VFIterator x = VFIterator(v0); !x.End(); ++x)
{
VertexType * v0 = p.V(0);
VertexType * v1 = p.V(1);
es.AV0().clear(); // Facce incidenti in v0
es.AV1().clear(); // Facce incidenti in v1
es.AV01().clear(); // Facce incidenti in v0 e v1
VFI x;
for( x.f = v0->VFp(), x.z = v0->VFi(); x.f!=0; ++x)
{
int zv1 = -1;
for(int j=0;j<3;++j)
if( x.f->V(j)==&*v1 ) {
zv1 = j;
break;
}
if(zv1==-1) es.AV0().push_back( x ); // la faccia x.f non ha il vertice v1 => e' incidente solo in v0
else es.AV01().push_back( x );
bool foundV1=false;
for(int j=0;j<3;++j)
if( x.f->V(j)==v1 ) {
foundV1 = true;
break;
}
for( x.f = v1->VFp(), x.z = v1->VFi(); x.f!=0; ++x )
{
int zv0 = -1;
for(int j=0;j<3;++j)
if( x.f->V(j)==&*v0 ) {
zv0 = j;
break;
}
if(zv0==-1) es.AV1().push_back( x ); // la faccia x.f non ha il vertice v1 => e' incidente solo in v0
if(!foundV1) es.AV0().push_back( x ); // v1 not found -> so the face is incident only on v0
else es.AV01().push_back( x );
}
for( VFIterator x = VFIterator(v1); !x.End(); ++x)
{
bool foundV0=false;
for(int j=0;j<3;++j)
if( x.f->V(j)==v0 ) {
foundV0=true;
break;
}
}
/*
if(!foundV0) es.AV1().push_back( x ); // v0 not found -> so the face is incident only on v0
}
}
/*
Link Conditions test, as described in
Topology Preserving Edge Contraction
@ -153,7 +132,6 @@ private:
public:
static bool LinkConditions(VertexPair &pos)
{
typedef typename vcg::face::VFIterator<FaceType> VFIterator;
// at the end of the loop each vertex must be counted twice
// except for boundary vertex.
std::map<VertexPointer,int> VertCnt;
@ -228,41 +206,41 @@ public:
return true;
}
// Main function; the one that actually make the collapse
// remember that v[0] will be deleted and v[1] will survive (eventually with a new position)
// hint to do a 'collapse onto a vertex simply pass p as the position of the surviving vertex
// Main Collapsing Function: the one that actually makes the collapse
// Remember that v[0] will be deleted and v[1] will survive (eventually with a new position)
// hint: to do a collapse onto a vertex simply pass p as the position of the surviving vertex
static int Do(TriMeshType &m, VertexPair & c, const Point3<ScalarType> &p)
{
{
EdgeSet es;
FindSets(c,es);
typename VFIVec::iterator i;
typename VFIVec::iterator i;
int n_face_del =0 ;
for(i=es.AV01().begin();i!=es.AV01().end();++i)
{
FaceType & f = *((*i).f);
assert(f.V((*i).z) == c.V(0));
vcg::face::VFDetach(f,((*i).z+1)%3);
vcg::face::VFDetach(f,((*i).z+2)%3);
Allocator<TriMeshType>::DeleteFace(m,f);
{
FaceType & f = *((*i).f);
assert(f.V((*i).z) == c.V(0));
vcg::face::VFDetach(f,((*i).z+1)%3);
vcg::face::VFDetach(f,((*i).z+2)%3);
Allocator<TriMeshType>::DeleteFace(m,f);
n_face_del++;
}
//set Vertex Face topology
//Update Vertex-Face topology
for(i=es.AV0().begin();i!=es.AV0().end();++i)
{
(*i).f->V((*i).z) = c.V(1); // In tutte le facce incidenti in v0, si sostituisce v0 con v1
(*i).f->VFp((*i).z) = (*i).f->V((*i).z)->VFp(); // e appendo la lista di facce incidenti in v1 a questa faccia
(*i).f->VFi((*i).z) = (*i).f->V((*i).z)->VFi();
(*i).f->V((*i).z)->VFp() = (*i).f;
(*i).f->V((*i).z)->VFi() = (*i).z;
}
Allocator<TriMeshType>::DeleteVertex(m,*(c.V(0)));
c.V(1)->P()=p;
return n_face_del;
{
(*i).f->V((*i).z) = c.V(1); // For each face in v0 we substitute v0 with v1
(*i).f->VFp((*i).z) = (*i).f->V((*i).z)->VFp(); // e appendo la lista di facce incidenti in v1 a questa faccia
(*i).f->VFi((*i).z) = (*i).f->V((*i).z)->VFi();
(*i).f->V((*i).z)->VFp() = (*i).f;
(*i).f->V((*i).z)->VFi() = (*i).z;
}
Allocator<TriMeshType>::DeleteVertex(m,*(c.V(0)));
c.V(1)->P()=p;
return n_face_del;
}
};
}