Added DihedralAngleRad that computes the signed dihedral angle between the normals of two adjacent faces
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@ -8,7 +8,7 @@
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* \ *
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* All rights reserved. *
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* *
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* This program is free software; you can redistribute it and/or modify *
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* This program is free software; you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation; either version 2 of the License, or *
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* (at your option) any later version. *
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@ -35,16 +35,16 @@ namespace face {
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/*@{*/
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/** Return a boolean that indicate if the face is complex.
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@param j Index of the edge
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@param j Index of the edge
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@return true se la faccia e' manifold, false altrimenti
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*/
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template <class FaceType>
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inline bool IsManifold( FaceType const & f, const int j )
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inline bool IsManifold( FaceType const & f, const int j )
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{
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assert(f.cFFp(j) != 0); // never try to use this on uncomputed topology
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if(FaceType::HasFFAdjacency())
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return ( f.cFFp(j) == &f || &f == f.cFFp(j)->cFFp(f.cFFi(j)) );
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else
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return ( f.cFFp(j) == &f || &f == f.cFFp(j)->cFFp(f.cFFi(j)) );
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else
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return true;
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}
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@ -53,30 +53,80 @@ inline bool IsManifold( FaceType const & f, const int j )
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@return true if j is an edge of border, false otherwise
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*/
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template <class FaceType>
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inline bool IsBorder(FaceType const & f, const int j )
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inline bool IsBorder(FaceType const & f, const int j )
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{
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if(FaceType::HasFFAdjacency())
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return f.cFFp(j)==&f;
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return f.cFFp(j)==&f;
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//return f.IsBorder(j);
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assert(0);
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return true;
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}
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/*! \brief Compute the signed dihedral angle between the normals of two adjacent faces
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*
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* The angle between the normal is signed according to the concavity/convexity of the
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* dihedral angle: negative if the edge shared between the two faces is concave, positive otherwise.
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* The surface it is assumend to be oriented.
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* It simply use the projection of the opposite vertex onto the plane of the other one.
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* It does not assume anything on face normals.
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*
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* v0 ___________ vf1
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* |\ |
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* | \i1 f1 |
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* | \ |
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* |f0 i0\ |
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* | \ |
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* |__________\|
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* vf0 v1
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*/
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template <class FaceType>
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inline typename FaceType::ScalarType DihedralAngleRad(FaceType & f, const int i )
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{
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typedef typename FaceType::ScalarType ScalarType;
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typedef typename FaceType::CoordType CoordType;
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typedef typename FaceType::VertexType VertexType;
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FaceType *f0 = &f;
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FaceType *f1 = f.FFp(i);
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int i0=i;
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int i1=f.FFi(i);
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VertexType *vf0 = f0->V2(i0);
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VertexType *vf1 = f1->V2(i1);
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CoordType n0 = NormalizedNormal(*f0);
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CoordType n1 = NormalizedNormal(*f1);
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ScalarType off0 = n0*vf0->P();
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ScalarType off1 = n1*vf1->P();
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ScalarType dist01 = off0 - n0*vf1->P();
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ScalarType dist10 = off1 - n1*vf0->P();
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// just to be sure use the sign of the largest in absolute value;
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ScalarType sign;
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if(fabs(dist01) > fabs(dist10)) sign = dist01;
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else sign=dist10;
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ScalarType angleRad=Angle(f0->N(),f1->N());
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if(sign > 0 ) return angleRad;
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else return -angleRad;
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}
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/// Count border edges of the face
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template <class FaceType>
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inline int BorderCount(FaceType const & f)
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inline int BorderCount(FaceType const & f)
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{
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if(FaceType::HasFFAdjacency())
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{
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int t = 0;
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if( IsBorder(f,0) ) ++t;
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if( IsBorder(f,1) ) ++t;
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if( IsBorder(f,2) ) ++t;
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return t;
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if( IsBorder(f,0) ) ++t;
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if( IsBorder(f,1) ) ++t;
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if( IsBorder(f,2) ) ++t;
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return t;
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}
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else return 3;
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else return 3;
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}
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@ -88,31 +138,31 @@ inline int ComplexSize(FaceType & f, const int e)
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{
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if(face::IsBorder<FaceType>(f,e)) return 1;
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if(face::IsManifold<FaceType>(f,e)) return 2;
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// Non manifold case
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Pos< FaceType > fpos(&f,e);
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Pos< FaceType > fpos(&f,e);
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int cnt=0;
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do
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{
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fpos.NextF();
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fpos.NextF();
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assert(!fpos.IsBorder());
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assert(!fpos.IsManifold());
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++cnt;
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}
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while(fpos.f!=&f);
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++cnt;
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}
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while(fpos.f!=&f);
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assert (cnt>2);
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return cnt;
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return cnt;
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}
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assert(0);
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return 2;
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return 2;
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}
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/** This function check the FF topology correctness for an edge of a face.
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It's possible to use it also in non-two manifold situation.
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/** This function check the FF topology correctness for an edge of a face.
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It's possible to use it also in non-two manifold situation.
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The function cannot be applicated if the adjacencies among faces aren't defined.
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@param f the face to be checked
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@param e Index of the edge to be checked
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@param f the face to be checked
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@param e Index of the edge to be checked
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*/
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template <class FaceType>
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bool FFCorrectness(FaceType & f, const int e)
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@ -125,7 +175,7 @@ bool FFCorrectness(FaceType & f, const int e)
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else return false;
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}
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if(f.FFp(e)->FFp(f.FFi(e))==&f) // plain two manifold
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if(f.FFp(e)->FFp(f.FFi(e))==&f) // plain two manifold
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{
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if(f.FFp(e)->FFi(f.FFi(e))==e) return true;
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else return false;
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@ -135,15 +185,15 @@ bool FFCorrectness(FaceType & f, const int e)
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// all the faces must be connected in a loop.
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Pos< FaceType > curFace(&f,e); // Build the half edge
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int cnt=0;
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int cnt=0;
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do
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{
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if(curFace.IsManifold()) return false;
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if(curFace.IsBorder()) return false;
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curFace.NextF();
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cnt++;
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{
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if(curFace.IsManifold()) return false;
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if(curFace.IsBorder()) return false;
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curFace.NextF();
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cnt++;
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assert(cnt<100);
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}
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}
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while ( curFace.f != &f);
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return true;
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}
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@ -162,7 +212,7 @@ void FFDetachManifold(FaceType & f, const int e)
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assert(!IsBorder<FaceType>(f,e)); // Never try to detach a border edge!
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FaceType *ffp = f.FFp(e);
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//int ffi=f.FFp(e);
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int ffi=f.FFi(e);
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int ffi=f.FFi(e);
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f.FFp(e)=&f;
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f.FFi(e)=e;
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@ -178,11 +228,11 @@ void FFDetachManifold(FaceType & f, const int e)
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assert(FFCorrectness<FaceType>(*ffp,ffi));
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}
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/** This function detach the face from the adjacent face via the edge e.
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It's possible to use it also in non-two manifold situation.
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/** This function detach the face from the adjacent face via the edge e.
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It's possible to use it also in non-two manifold situation.
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The function cannot be applicated if the adjacencies among faces aren't defined.
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@param f the face to be detached
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@param e Index of the edge to be detached
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@param f the face to be detached
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@param e Index of the edge to be detached
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*/
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template <class FaceType>
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@ -193,10 +243,10 @@ void FFDetach(FaceType & f, const int e)
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int complexity;
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assert(complexity=ComplexSize(f,e));
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Pos< FaceType > FirstFace(&f,e); // Build the half edge
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Pos< FaceType > FirstFace(&f,e); // Build the half edge
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Pos< FaceType > LastFace(&f,e); // Build the half edge
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FirstFace.NextF();
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LastFace.NextF();
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FirstFace.NextF();
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LastFace.NextF();
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int cnt=0;
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// then in case of non manifold face continue to advance LastFace
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@ -204,26 +254,26 @@ void FFDetach(FaceType & f, const int e)
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// preceed the face I want to erase
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while ( LastFace.f->FFp(LastFace.z) != &f)
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{
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assert(ComplexSize(*LastFace.f,LastFace.z)==complexity);
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{
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assert(ComplexSize(*LastFace.f,LastFace.z)==complexity);
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assert(!LastFace.IsManifold()); // We enter in this loop only if we are on a non manifold edge
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assert(!LastFace.IsBorder());
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LastFace.NextF();
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cnt++;
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assert(cnt<100);
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assert(cnt<100);
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}
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assert(LastFace.f->FFp(LastFace.z)==&f);
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assert(LastFace.f->FFp(LastFace.z)==&f);
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assert(f.FFp(e)== FirstFace.f);
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// Now we link the last one to the first one, skipping the face to be detached;
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// Now we link the last one to the first one, skipping the face to be detached;
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LastFace.f->FFp(LastFace.z) = FirstFace.f;
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LastFace.f->FFi(LastFace.z) = FirstFace.z;
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assert(ComplexSize(*LastFace.f,LastFace.z)==complexity-1);
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// At the end selfconnect the chosen edge to make a border.
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f.FFp(e) = &f;
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f.FFi(e) = e;
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f.FFi(e) = e;
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assert(ComplexSize(f,e)==1);
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assert(FFCorrectness<FaceType>(*LastFace.f,LastFace.z));
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@ -235,7 +285,7 @@ void FFDetach(FaceType & f, const int e)
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The function cannot be applicated if the adjacencies among faces aren't define.
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@param z1 Index of the edge
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@param f2 Pointer to the face
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@param z2 The edge of the face f2
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@param z2 The edge of the face f2
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*/
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template <class FaceType>
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void FFAttach(FaceType * &f, int z1, FaceType *&f2, int z2)
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@ -253,12 +303,12 @@ void FFAttach(FaceType * &f, int z1, FaceType *&f2, int z2)
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//Salvo i dati di f1 prima di sovrascrivere
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FaceType *f1prec = f->FFp(z1);
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int z1prec = f->FFi(z1);
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//Aggiorno f1
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f->FFp(z1) = TEPB.f->FFp(TEPB.z);
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f->FFi(z1) = TEPB.f->FFi(TEPB.z);
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//Aggiorno la faccia che precede f2
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TEPB.f->FFp(TEPB.z) = f1prec;
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TEPB.f->FFi(TEPB.z) = z1prec;
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//Aggiorno f1
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f->FFp(z1) = TEPB.f->FFp(TEPB.z);
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f->FFi(z1) = TEPB.f->FFi(TEPB.z);
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//Aggiorno la faccia che precede f2
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TEPB.f->FFp(TEPB.z) = f1prec;
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TEPB.f->FFi(TEPB.z) = z1prec;
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}
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/** This function attach the face (via the edge z1) to another face (via the edge z2).
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@ -300,7 +350,7 @@ void AssertAdj(FaceType & f)
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assert(f.FFp(0)->FFi(f.FFi(0))==0);
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assert(f.FFp(1)->FFi(f.FFi(1))==1);
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assert(f.FFp(2)->FFi(f.FFi(2))==2);
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assert(f.FFp(2)->FFi(f.FFi(2))==2);
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}
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/**
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@ -325,7 +375,7 @@ bool CheckOrientation(FaceType &f, int z)
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}
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/**
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/**
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* This function change the orientation of the face by inverting the index of two vertex.
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* @param z Index of the edge
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*/
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@ -436,21 +486,21 @@ bool CheckFlipEdge(FaceType &f, int z)
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if (z<0 || z>2) return false;
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// boundary edges cannot be flipped
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// boundary edges cannot be flipped
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if (face::IsBorder(f, z)) return false;
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FaceType *g = f.FFp(z);
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int w = f.FFi(z);
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// check if the vertices of the edge are the same
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// check if the vertices of the edge are the same
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// e.g. the mesh has to be well oriented
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if (g->V(w)!=f.V1(z) || g->V1(w)!=f.V(z) )
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return false;
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if (g->V(w)!=f.V1(z) || g->V1(w)!=f.V(z) )
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return false;
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// check if the flipped edge is already present in the mesh
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// check if the flipped edge is already present in the mesh
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// f_v2 and g_v2 are the vertices of the new edge
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VertexType *f_v2 = f.V2(z);
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VertexType *g_v2 = g->V2(w);
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VertexType *g_v2 = g->V2(w);
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// just a sanity check. If this happens the mesh is not manifold.
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if (f_v2 == g_v2) return false;
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@ -460,15 +510,15 @@ bool CheckFlipEdge(FaceType &f, int z)
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PosType pos(&f, (z+2)%3, f_v2);
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PosType startPos=pos;
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do
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{
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pos.NextE();
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do
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{
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pos.NextE();
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if (g_v2 == pos.VFlip())
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return false;
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}
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return false;
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}
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while (pos != startPos);
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return true;
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return true;
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}
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/*!
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@ -477,20 +527,20 @@ bool CheckFlipEdge(FaceType &f, int z)
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* \param f pointer to the face
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* \param z the edge index
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*
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* Note: For <em>edge flip</em> we intend the swap of the diagonal of the rectangle
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* Note: For <em>edge flip</em> we intend the swap of the diagonal of the rectangle
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* formed by the face \a f and the face adjacent to the specified edge.
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*/
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template <class FaceType>
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void FlipEdge(FaceType &f, const int z)
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{
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{
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assert(z>=0);
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assert(z<3);
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assert( !IsBorder(f,z) );
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assert( face::IsManifold<FaceType>(f, z));
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FaceType *g = f.FFp(z);
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FaceType *g = f.FFp(z);
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int w = f.FFi(z);
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assert( g->V(w) == f.V1(z) );
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assert( g->V1(w)== f.V(z) );
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assert( g->V2(w)!= f.V(z) );
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@ -499,14 +549,14 @@ void FlipEdge(FaceType &f, const int z)
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f.V1(z) = g->V2(w);
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g->V1(w) = f.V2(z);
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f.FFp(z) = g->FFp((w+1)%3);
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f.FFp(z) = g->FFp((w+1)%3);
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f.FFi(z) = g->FFi((w+1)%3);
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g->FFp(w) = f.FFp((z+1)%3);
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g->FFp(w) = f.FFp((z+1)%3);
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g->FFi(w) = f.FFi((z+1)%3);
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f.FFp((z+1)%3) = g;
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f.FFp((z+1)%3) = g;
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f.FFi((z+1)%3) = (w+1)%3;
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g->FFp((w+1)%3) = &f;
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g->FFp((w+1)%3) = &f;
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g->FFi((w+1)%3) = (z+1)%3;
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if(f.FFp(z)==g)
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@ -539,7 +589,7 @@ void VFDetach(FaceType & f)
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VFDetach(f,2);
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}
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// Stacca la faccia corrente dalla catena di facce incidenti sul vertice z,
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// Stacca la faccia corrente dalla catena di facce incidenti sul vertice z,
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// NOTA funziona SOLO per la topologia VF!!!
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// usata nelle classi di collapse
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template <class FaceType>
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@ -553,8 +603,8 @@ void VFDetach(FaceType & f, int z)
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}
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else // scan the list of faces in order to finde the current face f to be detached
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{
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VFIterator<FaceType> x(f.V(z)->VFp(),f.V(z)->VFi());
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VFIterator<FaceType> y;
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VFIterator<FaceType> x(f.V(z)->VFp(),f.V(z)->VFi());
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VFIterator<FaceType> y;
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for(;;)
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{
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@ -571,14 +621,14 @@ void VFDetach(FaceType & f, int z)
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}
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}
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/// Append a face in VF list of vertex f->V(z)
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/// Append a face in VF list of vertex f->V(z)
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template <class FaceType>
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void VFAppend(FaceType* & f, int z)
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{
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typename FaceType::VertexType *v = f->V(z);
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if (v->VFp()!=0)
|
||||
{
|
||||
FaceType *f0=v->VFp();
|
||||
FaceType *f0=v->VFp();
|
||||
int z0=v->VFi();
|
||||
//append
|
||||
f->VFp(z)=f0;
|
||||
|
@ -608,7 +658,7 @@ void VVStarVF( typename FaceType::VertexType* vp, std::vector<typename FaceType:
|
|||
starVec.push_back(vfi.F()->V2(vfi.I()));
|
||||
++vfi;
|
||||
}
|
||||
|
||||
|
||||
std::sort(starVec.begin(),starVec.end());
|
||||
typename std::vector<VertexPointer>::iterator new_end = std::unique(starVec.begin(),starVec.end());
|
||||
starVec.resize(new_end-starVec.begin());
|
||||
|
@ -780,7 +830,7 @@ void VFExtendedStarVF(typename FaceType::VertexType* vp,
|
|||
faceVec.resize(dist);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/*!
|
||||
* \brief Compute the ordered set of faces adjacent to a given vertex using FF adiacency
|
||||
*
|
||||
|
|
Loading…
Reference in New Issue