Added IsCoherentlyOrientedMesh and cleaned up a bit the self intersection
This commit is contained in:
parent
9acdf598a1
commit
98e49178ba
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@ -120,7 +120,7 @@ private:
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typedef typename MeshType::ConstVertexIterator ConstVertexIterator;
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typedef typename MeshType::EdgeIterator EdgeIterator;
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typedef typename MeshType::EdgePointer EdgePointer;
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typedef typename MeshType::CoordType CoordType;
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typedef typename MeshType::CoordType CoordType;
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typedef typename MeshType::ScalarType ScalarType;
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typedef typename MeshType::FaceType FaceType;
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typedef typename MeshType::FacePointer FacePointer;
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@ -308,8 +308,8 @@ private:
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*/
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static int RemoveDuplicateEdge( MeshType & m) // V1.0
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{
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//assert(m.fn == 0 && m.en >0); // just to be sure we are using an edge mesh...
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if (m.en==0)return 0;
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//assert(m.fn == 0 && m.en >0); // just to be sure we are using an edge mesh...
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if (m.en==0)return 0;
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std::vector<SortedPair> eVec;
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for(EdgeIterator ei=m.edge.begin();ei!=m.edge.end();++ei)
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if(!(*ei).IsD())
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@ -944,117 +944,115 @@ private:
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return nonManifoldCnt;
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}
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static void CountEdges( MeshType & m, int &count_e, int &boundary_e )
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static void CountEdges( MeshType & m, int &count_e, int &boundary_e )
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{
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tri::RequireFFAdjacency(m);
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count_e=0;
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boundary_e=0;
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UpdateFlags<MeshType>::FaceClearV(m);
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bool counted =false;
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for(FaceIterator fi=m.face.begin();fi!=m.face.end();fi++)
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{
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if(!((*fi).IsD()))
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{
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(*fi).SetV();
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count_e +=3; //assume that we have to increase the number of edges with three
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for(int j=0; j<3; j++)
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{
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count_e=0;
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boundary_e=0;
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UpdateFlags<MeshType>::FaceClearV(m);
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FaceIterator fi;
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vcg::face::Pos<FaceType> he;
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vcg::face::Pos<FaceType> hei;
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bool counted =false;
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for(fi=m.face.begin();fi!=m.face.end();fi++)
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if (face::IsBorder(*fi,j)) //If this edge is a border edge
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boundary_e++; // then increase the number of boundary edges
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else if (IsManifold(*fi,j))//If this edge is manifold
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{
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if((*fi).FFp(j)->IsV()) //If the face on the other side of the edge is already selected
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count_e--; // we counted one edge twice
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}
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else//We have a non-manifold edge
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{
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vcg::face::Pos<FaceType> hei(&(*fi), j , fi->V(j));
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vcg::face::Pos<FaceType> he=hei;
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he.NextF();
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while (he.f!=hei.f)// so we have to iterate all faces that are connected to this edge
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{
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if(!((*fi).IsD()))
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{
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(*fi).SetV();
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count_e +=3; //assume that we have to increase the number of edges with three
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for(int j=0; j<3; j++)
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{
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if (face::IsBorder(*fi,j)) //If this edge is a border edge
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boundary_e++; // then increase the number of boundary edges
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else if (IsManifold(*fi,j))//If this edge is manifold
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{
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if((*fi).FFp(j)->IsV()) //If the face on the other side of the edge is already selected
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count_e--; // we counted one edge twice
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}
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else//We have a non-manifold edge
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{
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hei.Set(&(*fi), j , fi->V(j));
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he=hei;
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he.NextF();
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while (he.f!=hei.f)// so we have to iterate all faces that are connected to this edge
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{
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if (he.f->IsV())// if one of the other faces was already visited than this edge was counted already.
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{
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counted=true;
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break;
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}
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else
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{
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he.NextF();
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}
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}
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if (counted)
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{
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count_e--;
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counted=false;
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}
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}
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}
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}
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if (he.f->IsV())// if one of the other faces was already visited than this edge was counted already.
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{
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counted=true;
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break;
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}
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else
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{
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he.NextF();
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}
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}
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}
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static int CountHoles( MeshType & m)
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{
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int numholev=0;
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FaceIterator fi;
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FaceIterator gi;
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vcg::face::Pos<FaceType> he;
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vcg::face::Pos<FaceType> hei;
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std::vector< std::vector<Point3x> > holes; //indices of vertices
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vcg::tri::UpdateFlags<MeshType>::VertexClearS(m);
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gi=m.face.begin(); fi=gi;
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for(fi=m.face.begin();fi!=m.face.end();fi++)//for all faces do
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if (counted)
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{
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for(int j=0;j<3;j++)//for all edges
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{
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if(fi->V(j)->IsS()) continue;
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if(face::IsBorder(*fi,j))//found an unvisited border edge
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{
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he.Set(&(*fi),j,fi->V(j)); //set the face-face iterator to the current face, edge and vertex
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std::vector<Point3x> hole; //start of a new hole
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hole.push_back(fi->P(j)); // including the first vertex
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numholev++;
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he.v->SetS(); //set the current vertex as selected
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he.NextB(); //go to the next boundary edge
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while(fi->V(j) != he.v)//will we do not encounter the first boundary edge.
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{
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Point3x newpoint = he.v->P(); //select its vertex.
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if(he.v->IsS())//check if this vertex was selected already, because then we have an additional hole.
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{
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//cut and paste the additional hole.
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std::vector<Point3x> hole2;
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int index = static_cast<int>(find(hole.begin(),hole.end(),newpoint)
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- hole.begin());
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for(unsigned int i=index; i<hole.size(); i++)
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hole2.push_back(hole[i]);
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hole.resize(index);
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if(hole2.size()!=0) //annoying in degenerate cases
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holes.push_back(hole2);
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}
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hole.push_back(newpoint);
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numholev++;
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he.v->SetS(); //set the current vertex as selected
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he.NextB(); //go to the next boundary edge
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}
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holes.push_back(hole);
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}
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}
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count_e--;
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counted=false;
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}
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return static_cast<int>(holes.size());
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}
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}
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}
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}
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}
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static int CountHoles( MeshType & m)
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{
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int numholev=0;
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FaceIterator fi;
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FaceIterator gi;
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vcg::face::Pos<FaceType> he;
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vcg::face::Pos<FaceType> hei;
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std::vector< std::vector<Point3x> > holes; //indices of vertices
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vcg::tri::UpdateFlags<MeshType>::VertexClearS(m);
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gi=m.face.begin(); fi=gi;
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for(fi=m.face.begin();fi!=m.face.end();fi++)//for all faces do
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{
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for(int j=0;j<3;j++)//for all edges
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{
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if(fi->V(j)->IsS()) continue;
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if(face::IsBorder(*fi,j))//found an unvisited border edge
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{
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he.Set(&(*fi),j,fi->V(j)); //set the face-face iterator to the current face, edge and vertex
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std::vector<Point3x> hole; //start of a new hole
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hole.push_back(fi->P(j)); // including the first vertex
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numholev++;
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he.v->SetS(); //set the current vertex as selected
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he.NextB(); //go to the next boundary edge
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while(fi->V(j) != he.v)//will we do not encounter the first boundary edge.
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{
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Point3x newpoint = he.v->P(); //select its vertex.
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if(he.v->IsS())//check if this vertex was selected already, because then we have an additional hole.
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{
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//cut and paste the additional hole.
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std::vector<Point3x> hole2;
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int index = static_cast<int>(find(hole.begin(),hole.end(),newpoint)
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- hole.begin());
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for(unsigned int i=index; i<hole.size(); i++)
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hole2.push_back(hole[i]);
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hole.resize(index);
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if(hole2.size()!=0) //annoying in degenerate cases
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holes.push_back(hole2);
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}
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hole.push_back(newpoint);
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numholev++;
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he.v->SetS(); //set the current vertex as selected
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he.NextB(); //go to the next boundary edge
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}
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holes.push_back(hole);
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}
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}
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}
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return static_cast<int>(holes.size());
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}
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/*
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Compute the set of connected components of a given mesh
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@ -1212,103 +1210,105 @@ private:
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Semiregular = false;
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}
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}
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// static void IsOrientedMesh(MeshType &m, bool &Oriented, bool &Orientable)
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static void OrientCoherentlyMesh(MeshType &m, bool &Oriented, bool &Orientable)
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{
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RequireFFAdjacency(m);
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assert(&Oriented != &Orientable);
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// This algorithms require FF topology initialized
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assert(m.face.back().FFp(0));
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Orientable = true;
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Oriented = true;
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static bool IsCoherentlyOrientedMesh(MeshType &m)
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{
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for (FaceIterator fi = m.face.begin(); fi != m.face.end(); ++fi)
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if (!fi->IsD())
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for(int i=0;i<3;++i)
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if(!face::CheckOrientation(*fi,i))
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return false;
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// Ensure that each face is deselected
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FaceIterator fi;
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for (fi = m.face.begin(); fi != m.face.end(); ++fi)
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fi->ClearS();
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return true;
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}
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// initialize stack
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std::stack<FacePointer> faces;
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static void OrientCoherentlyMesh(MeshType &m, bool &Oriented, bool &Orientable)
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{
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RequireFFAdjacency(m);
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assert(&Oriented != &Orientable);
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assert(m.face.back().FFp(0)); // This algorithms require FF topology initialized
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// for each face of the mesh
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FacePointer fp,fpaux;
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int iaux;
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for (fi = m.face.begin(); fi != m.face.end(); ++fi)
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{
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if (!fi->IsD() && !fi->IsS())
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{
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// each face put in the stack is selected (and oriented)
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fi->SetS();
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faces.push(&(*fi));
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Orientable = true;
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Oriented = true;
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// empty the stack
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while (!faces.empty())
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{
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fp = faces.top();
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faces.pop();
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tri::UpdateSelection<MeshType>::FaceClear(m);
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std::stack<FacePointer> faces;
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for (FaceIterator fi = m.face.begin(); fi != m.face.end(); ++fi)
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{
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if (!fi->IsD() && !fi->IsS())
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{
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// each face put in the stack is selected (and oriented)
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fi->SetS();
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faces.push(&(*fi));
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// make consistently oriented the adjacent faces
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for (int j = 0; j < 3; j++)
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{
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// get one of the adjacent face
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fpaux = fp->FFp(j);
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iaux = fp->FFi(j);
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// empty the stack
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while (!faces.empty())
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{
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FacePointer fp = faces.top();
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faces.pop();
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if (!fpaux->IsD() && fpaux != fp && face::IsManifold<FaceType>(*fp, j))
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{
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if (!CheckOrientation(*fpaux, iaux))
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{
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Oriented = false;
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// make consistently oriented the adjacent faces
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for (int j = 0; j < 3; j++)
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{
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// get one of the adjacent face
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FacePointer fpaux = fp->FFp(j);
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int iaux = fp->FFi(j);
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if (!fpaux->IsS())
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{
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face::SwapEdge<FaceType,true>(*fpaux, iaux);
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assert(CheckOrientation(*fpaux, iaux));
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}
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else
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{
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Orientable = false;
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break;
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}
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}
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if (!fpaux->IsD() && fpaux != fp && face::IsManifold<FaceType>(*fp, j))
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{
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if (!CheckOrientation(*fpaux, iaux))
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{
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Oriented = false;
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// put the oriented face into the stack
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if (!fpaux->IsS())
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{
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face::SwapEdge<FaceType,true>(*fpaux, iaux);
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assert(CheckOrientation(*fpaux, iaux));
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}
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else
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{
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Orientable = false;
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break;
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}
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}
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if (!fpaux->IsS())
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{
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fpaux->SetS();
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faces.push(fpaux);
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}
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}
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}
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}
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}
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// put the oriented face into the stack
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if (!Orientable) break;
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}
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}
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/// Flip the orientation of the whole mesh flipping all the faces (by swapping the first two vertices)
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static void FlipMesh(MeshType &m, bool selected=false)
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{
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for (FaceIterator fi = m.face.begin(); fi != m.face.end(); ++fi) if(!(*fi).IsD())
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if(!selected || (*fi).IsS())
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{
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face::SwapEdge<FaceType,false>((*fi), 0);
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if (HasPerWedgeTexCoord(m))
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std::swap((*fi).WT(0),(*fi).WT(1));
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}
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}
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/// Flip a mesh so that its normals are orented outside.
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/// Just for safety it uses a voting scheme.
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/// It assumes that
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/// mesh has already has coherent normals.
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/// mesh is watertight and signle component.
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static bool FlipNormalOutside(MeshType &m)
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{
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if(m.vert.empty()) return false;
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if (!fpaux->IsS())
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{
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fpaux->SetS();
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faces.push(fpaux);
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}
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}
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}
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}
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}
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if (!Orientable) break;
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}
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}
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/// Flip the orientation of the whole mesh flipping all the faces (by swapping the first two vertices)
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static void FlipMesh(MeshType &m, bool selected=false)
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{
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for (FaceIterator fi = m.face.begin(); fi != m.face.end(); ++fi) if(!(*fi).IsD())
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if(!selected || (*fi).IsS())
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{
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face::SwapEdge<FaceType,false>((*fi), 0);
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if (HasPerWedgeTexCoord(m))
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std::swap((*fi).WT(0),(*fi).WT(1));
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}
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}
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/// Flip a mesh so that its normals are orented outside.
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/// Just for safety it uses a voting scheme.
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/// It assumes that
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/// mesh has already has coherent normals.
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/// mesh is watertight and signle component.
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static bool FlipNormalOutside(MeshType &m)
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{
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if(m.vert.empty()) return false;
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tri::UpdateNormal<MeshType>::PerVertexAngleWeighted(m);
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tri::UpdateNormal<MeshType>::NormalizePerVertex(m);
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@ -1494,43 +1494,42 @@ private:
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return total;
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}
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static bool SelfIntersections(MeshType &m, std::vector<FaceType*> &ret)
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{
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RequirePerFaceMark(m);
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Box3< ScalarType> bbox;
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TriMeshGrid gM;
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ret.clear();
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FaceIterator fi;
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int referredBit = FaceType::NewBitFlag();
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tri::UpdateFlags<MeshType>::FaceClear(m,referredBit);
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static bool SelfIntersections(MeshType &m, std::vector<FaceType*> &ret)
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{
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RequirePerFaceMark(m);
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ret.clear();
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int referredBit = FaceType::NewBitFlag();
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tri::UpdateFlags<MeshType>::FaceClear(m,referredBit);
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std::vector<FaceType*> inBox;
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gM.Set(m.face.begin(),m.face.end());
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TriMeshGrid gM;
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gM.Set(m.face.begin(),m.face.end());
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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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(*fi).SetUserBit(referredBit);
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(*fi).GetBBox(bbox);
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vcg::tri::GetInBoxFace(m, gM, bbox,inBox);
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bool Intersected=false;
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typename std::vector<FaceType*>::iterator fib;
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for(fib=inBox.begin();fib!=inBox.end();++fib)
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{
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if(!(*fib)->IsUserBit(referredBit) && (*fib != &*fi) )
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if(TestFaceFaceIntersection(&*fi,*fib)){
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ret.push_back(*fib);
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if(!Intersected) {
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ret.push_back(&*fi);
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Intersected=true;
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}
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for(FaceIterator fi=m.face.begin();fi!=m.face.end();++fi) if(!(*fi).IsD())
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{
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(*fi).SetUserBit(referredBit);
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Box3< ScalarType> bbox;
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(*fi).GetBBox(bbox);
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std::vector<FaceType*> inBox;
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vcg::tri::GetInBoxFace(m, gM, bbox,inBox);
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bool Intersected=false;
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||||
typename std::vector<FaceType*>::iterator fib;
|
||||
for(fib=inBox.begin();fib!=inBox.end();++fib)
|
||||
{
|
||||
if(!(*fib)->IsUserBit(referredBit) && (*fib != &*fi) )
|
||||
if(Clean<MeshType>::TestFaceFaceIntersection(&*fi,*fib)){
|
||||
ret.push_back(*fib);
|
||||
if(!Intersected) {
|
||||
ret.push_back(&*fi);
|
||||
Intersected=true;
|
||||
}
|
||||
}
|
||||
inBox.clear();
|
||||
}
|
||||
|
||||
FaceType::DeleteBitFlag(referredBit);
|
||||
return (ret.size()>0);
|
||||
}
|
||||
}
|
||||
inBox.clear();
|
||||
}
|
||||
|
||||
FaceType::DeleteBitFlag(referredBit);
|
||||
return (ret.size()>0);
|
||||
}
|
||||
|
||||
/**
|
||||
This function simply test that the vn and fn counters be consistent with the size of the containers and the number of deleted simplexes.
|
||||
|
@ -1623,8 +1622,19 @@ private:
|
|||
int i0,i1; ScalarType a,b;
|
||||
face::FindSharedVertex(f0,f1,i0,i1);
|
||||
Point3f shP = f0->V(i0)->P()*0.5;
|
||||
if(vcg::IntersectionSegmentTriangle(Segment3<ScalarType>((*f0).V1(i0)->P()*0.5+shP,(*f0).V2(i0)->P()*0.5+shP), *f1, a, b) ) return true;
|
||||
if(vcg::IntersectionSegmentTriangle(Segment3<ScalarType>((*f1).V1(i1)->P()*0.5+shP,(*f1).V2(i1)->P()*0.5+shP), *f0, a, b) ) return true;
|
||||
if(vcg::IntersectionSegmentTriangle(Segment3<ScalarType>((*f0).V1(i0)->P()*0.5+shP,(*f0).V2(i0)->P()*0.5+shP), *f1, a, b) )
|
||||
{
|
||||
// a,b are the param coords of the intersection point of the segment.
|
||||
if(a+b>=1 || a<=EPSIL || b<=EPSIL ) return false;
|
||||
return true;
|
||||
}
|
||||
if(vcg::IntersectionSegmentTriangle(Segment3<ScalarType>((*f1).V1(i1)->P()*0.5+shP,(*f1).V2(i1)->P()*0.5+shP), *f0, a, b) )
|
||||
{
|
||||
// a,b are the param coords of the intersection point of the segment.
|
||||
if(a+b>=1 || a<=EPSIL || b<=EPSIL ) return false;
|
||||
return true;
|
||||
}
|
||||
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue