Heavily restructured and corrected. Now a single Close ear function
Corrected Hole search function, and management of double non manifold vertex in a hole Changed priority strategy in the heap, now a mix of quality and dihedral angle. Changed but still untested IntersectionEar
This commit is contained in:
parent
588582f470
commit
b9be8bd5fd
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@ -24,6 +24,9 @@
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History
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$Log: not supported by cvs2svn $
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Revision 1.24 2006/12/01 21:24:16 cignoni
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Corrected bug in the search of holes. Removed output prints
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Revision 1.23 2006/12/01 08:53:55 cignoni
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Corrected pop_heap vs pop_back issue in heap usage
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@ -114,7 +117,7 @@ namespace vcg {
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/*
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Un ear e' identificato da due hedge pos.
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i vertici dell'ear sono
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e0.FlipV().v
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e0.VFlip().v
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e0.v
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e1.v
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Vale che e1== e0.NextB();
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@ -134,87 +137,67 @@ namespace vcg {
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template<class MESH> class TrivialEar
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{
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public:
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face::Pos<typename MESH::FaceType> e0;
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face::Pos<typename MESH::FaceType> e1;
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typedef typename MESH::ScalarType ScalarType;
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typedef typename MESH::FaceType FaceType;
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typedef typename face::Pos<FaceType> PosType;
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typedef typename MESH::ScalarType ScalarType;
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typedef typename MESH::CoordType CoordType;
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PosType e0;
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PosType e1;
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CoordType n; // the normal of the face defined by the ear
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const char * Dump() {return 0;}
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const CoordType &cP(int i) const {return P(i);}
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const CoordType &P(int i) const {
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switch(i) {
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case 0 : return e0.v->cP();
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case 1 : return e1.v->cP();
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case 2 : return e0.VFlip()->cP();
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default: assert(0);
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}
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return e0.v->cP();
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}
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ScalarType quality;
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ScalarType angle;
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std::vector<typename MESH::FaceType>* vf;
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TrivialEar(){}
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TrivialEar(const face::Pos<typename MESH::FaceType> & ep)
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//std::vector<typename MESH::FaceType>* vf;
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TrivialEar(){}
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TrivialEar(const PosType & ep)
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{
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e0=ep;
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assert(e0.IsBorder());
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e1=e0;
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e1.NextB();
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n=Normal<TrivialEar>(*this);
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ComputeQuality();
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ComputeAngle();
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}
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void SetAdjacencyRing(std::vector<typename MESH::FaceType>* ar){vf = ar;}
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/// Compute the angle of the two edges of the ear.
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/// Compute the angle of the two edges of the ear.
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// it tries to make the computation in a precision safe way.
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// the angle computation takes into account the case of reversed ears
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void ComputeAngle()
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{
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Point3f p1 = e0.VFlip()->P() - e0.v->P();
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Point3f p2 = e1.v->P() - e0.v->P();
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ScalarType w = p2.Norm()*p1.Norm();
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if(w==0)
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angle = acos(0.0f);
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else
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{
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ScalarType p = (p2*p1);
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p= p/w;
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if(p < -1) p = -1;
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if(p > 1) p = 1;
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p = acos(p);
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Point3f NormalOfEar = p2^p1;
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ScalarType n = NormalOfEar * e0.v->N();
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if(n<0) p = (2.0 *(float)M_PI) - p;
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angle = p;
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}
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}
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{
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angle=Angle(cP(2)-cP(0), cP(1)-cP(0));
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ScalarType flipAngle = n * e0.v->N();
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if(flipAngle<0) angle = (2.0 *(float)M_PI) - angle;
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}
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virtual inline bool operator < ( const TrivialEar & c ) const { return quality < c.quality; }
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bool IsNull(){return e0.IsNull() || e1.IsNull();}
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void SetNull(){e0.SetNull();e1.SetNull();}
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virtual void ComputeQuality()
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{
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ScalarType ar;
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ar = ( (e0.VFlip()->P() - e0.v->P()) ^ ( e1.v->P() - e0.v->P()) ).Norm() ;
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ScalarType area = (ar);
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ScalarType l1 = Distance( e0.v->P(),e1.v->P());
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ScalarType l2 = Distance( e0.v->P(),e0.VFlip()->P());
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ScalarType l3 = Distance( e0.VFlip()->P(),e1.v->P());
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quality = area / ( (l1 *l1) + (l2 * l2) + (l3 * l3) );
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};
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virtual void ComputeQuality() { quality = QualityFace(*this) ; };
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bool IsUpToDate() {return ( e0.IsBorder() && e1.IsBorder());};
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// An ear is degenerated if both of its two endpoints are non manifold.
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bool IsDegen(const int nonManifoldBit)
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{
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if(e0.VFlip()->IsUserBit(nonManifoldBit) && e1.V()->IsUserBit(nonManifoldBit))
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return true;
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else return false;
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}
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bool IsConcave() const {return(angle > (float)M_PI);}
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bool IsConvex(){return(angle > (float)M_PI);}
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bool Degen()
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{
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face::Pos<typename MESH::FaceType> ep=e0; ep.FlipV(); ep.NextB(); ep.FlipV(); // he precedente a e0
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face::Pos<typename MESH::FaceType> en=e1; en.NextB(); // he successivo a e1
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// caso ear degenere per buco triangolare
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if(ep==en) return true;//provo a togliere sto controllo
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// Caso ear non manifold a
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if(ep.v==en.v) return true;
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// Caso ear non manifold b
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if(ep.VFlip()==e1.v) return true;
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return false;
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}
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virtual bool Close(TrivialEar &ne0, TrivialEar &ne1, typename MESH::FaceType * f)
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virtual bool Close(PosType &np0, PosType &np1, FaceType * f)
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{
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// simple topological check
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if(e0.f==e1.f) {
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@ -223,12 +206,13 @@ namespace vcg {
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}
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//usato per generare una delle due nuove orecchie.
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face::Pos<typename MESH::FaceType> ep=e0; ep.FlipV(); ep.NextB(); ep.FlipV(); // he precedente a e0
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face::Pos<typename MESH::FaceType> en=e1; en.NextB(); // he successivo a e1
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PosType ep=e0; ep.FlipV(); ep.NextB(); ep.FlipV(); // he precedente a e0
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PosType en=e1; en.NextB(); // he successivo a e1
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(*f).V(0) = e0.VFlip();
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(*f).V(1) = e0.v;
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(*f).V(2) = e1.v;
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ComputeNormal(*f);
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(*f).FFp(0) = e0.f;
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(*f).FFi(0) = e0.z;
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f->FFi(2)=en.z;
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en.f->FFp(en.z)=f;
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en.f->FFi(en.z)=2;
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ne0.SetNull();
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ne1.SetNull();
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np0.SetNull();
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np1.SetNull();
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}
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// Caso ear non manifold a
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else if(ep.v==en.v)
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{
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//printf("Ear Non manif A\n");
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face::Pos<typename MESH::FaceType> enold=en;
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PosType enold=en;
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en.NextB();
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f->FFp(2)=enold.f;
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f->FFi(2)=enold.z;
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enold.f->FFp(enold.z)=f;
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enold.f->FFi(enold.z)=2;
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ne0=TrivialEar(ep);
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ne1=TrivialEar(en);
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np0=ep;
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np1=en;
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}
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// Caso ear non manifold b
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else if(ep.VFlip()==e1.v)
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{
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//printf("Ear Non manif B\n");
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face::Pos<typename MESH::FaceType> epold=ep;
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PosType epold=ep;
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ep.FlipV(); ep.NextB(); ep.FlipV();
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f->FFp(2)=epold.f;
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f->FFi(2)=epold.z;
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epold.f->FFp(epold.z)=f;
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epold.f->FFi(epold.z)=2;
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ne0=TrivialEar(ep);
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ne1=TrivialEar(en);
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np0=ep; // assign the two new
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np1=en; // pos that denote the ears
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}
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else // caso standard // Now compute the new ears;
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{
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ne0=TrivialEar(ep);
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ne1=TrivialEar(face::Pos<typename MESH::FaceType>(f,2,e1.v));
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np0=ep;
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np1=PosType(f,2,e1.v);
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}
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return true;
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@ -294,41 +278,53 @@ namespace vcg {
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template<class MESH> class MinimumWeightEar : public TrivialEar<MESH>
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{
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public:
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typename MESH::ScalarType dihedral;
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typename MESH::ScalarType area;
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typename MESH::ScalarType dihedralRad;
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typename MESH::ScalarType aspectRatio;
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const char * Dump() {
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static char buf[200];
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if(IsConcave()) sprintf(buf,"Dihedral (deg) %6.2f Quality %6.2f\n",math::ToDeg(dihedralRad),aspectRatio);
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else sprintf(buf,"Dihedral-(deg) %6.2f Quality %6.2f\n",math::ToDeg(dihedralRad),aspectRatio);
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return buf;
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}
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MinimumWeightEar(){}
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MinimumWeightEar(const face::Pos<typename MESH::FaceType> & ep)
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MinimumWeightEar(const PosType & ep) : TrivialEar<MESH>(ep)
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{
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this->e0=ep;
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assert(this->e0.IsBorder());
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this->e1=this->e0;
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this->e1.NextB();
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this->ComputeQuality();
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this->ComputeAngle();
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ComputeQuality();
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}
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virtual inline bool operator < ( const MinimumWeightEar & c ) const
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// in the heap we retrieve the LARGEST value,
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// so if we need the ear with minimal dihedral angle, we must reverse the sign of the comparison.
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/* virtual inline bool operator < ( const MinimumWeightEar & c ) const
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{
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if(dihedral < c.dihedral)return true;
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else return ((dihedral == c.dihedral) && (area < c.area));
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if(IsConcave() == c.IsConcave())
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{
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if(dihedralRad > c.dihedralRad) return true;
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else return ((dihedralRad == c.dihedralRad) && (aspectRatio > c.aspectRatio));
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}
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if(IsConcave()) return true;
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return false;
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}*/
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virtual inline bool operator < ( const MinimumWeightEar & c ) const
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{
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if(IsConcave() == c.IsConcave())
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{
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return pow(dihedralRad,1)> pow(c.dihedralRad,1)/c.aspectRatio;
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}
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if(IsConcave()) return true;
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return false;
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}
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virtual void ComputeQuality()
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{
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//comute quality by (dihedral ancgle, area/sum(edge^2) )
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Point3f n1 = (this->e0.v->N() + this->e1.v->N() + this->e0.VFlip()->N() ) / 3;
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face::Pos<typename MESH::FaceType> tmp = this->e1;
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tmp.FlipE();tmp.FlipV();
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Point3f n2=(this->e1.VFlip()->N() + this->e1.v->N() + tmp.v->N() ) / 3;
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tmp = this->e0;
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tmp.FlipE(); tmp.FlipV();
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Point3f n3=(this->e0.VFlip()->N() + this->e0.v->N() + tmp.v->N() ) / 3;
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dihedral = std::max(Angle(n1,n2),Angle(n1,n3));
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{
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//compute quality by (dihedral ancgle, area/sum(edge^2) )
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Point3f n1=e0.FFlip()->cN();
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Point3f n2=e1.FFlip()->cN();
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typename MESH::ScalarType ar;
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ar = ( (this->e0.VFlip()->P() - this->e0.v->P()) ^ ( this->e1.v->P() - this->e0.v->P()) ).Norm() ;
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area = ar ;
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dihedralRad = std::max(Angle(n,n1),Angle(n,n2));
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aspectRatio = QualityFace(*this) ;
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}
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};
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@ -336,9 +332,14 @@ namespace vcg {
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template<class MESH> class SelfIntersectionEar : public TrivialEar<MESH>
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{
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public:
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static std::vector<FaceType> &AdjacencyRing()
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{
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static std::vector<FaceType> ar;
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return ar;
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}
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SelfIntersectionEar(){}
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SelfIntersectionEar(const face::Pos<typename MESH::FaceType> & ep)
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SelfIntersectionEar(const PosType & ep)
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{
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this->e0=ep;
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assert(this->e0.IsBorder());
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@ -348,100 +349,46 @@ namespace vcg {
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this->ComputeAngle();
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}
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virtual bool Close(SelfIntersectionEar &ne0, SelfIntersectionEar &ne1, typename MESH::FaceType * f)
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virtual bool Close(PosType &np0, PosType &np1, typename MESH::FaceType * f)
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{
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// simple topological check
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if(this->e0.f==this->e1.f) {
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//printf("Avoided bad ear");
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return false;
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}
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face::Pos<typename MESH::FaceType> ep=this->e0; ep.FlipV(); ep.NextB(); ep.FlipV(); // he precedente a e0
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face::Pos<typename MESH::FaceType> en=this->e1; en.NextB(); // he successivo a e1
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PosType ep=e0; ep.FlipV(); ep.NextB(); ep.FlipV(); // he precedente a e0
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PosType en=e1; en.NextB(); // he successivo a e1
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//costruisco la faccia e poi testo, o copio o butto via.
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(*f).V(0) = this->e0.VFlip();
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(*f).V(1) = this->e0.v;
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(*f).V(2) = this->e1.v;
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(*f).V(0) = e0.VFlip();
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(*f).V(1) = e0.v;
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(*f).V(2) = e1.v;
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(*f).FFp(0) = this->e0.f;
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(*f).FFi(0) = this->e0.z;
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(*f).FFp(1) = this->e1.f;
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(*f).FFi(1) = this->e1.z;
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(*f).FFp(0) = e0.f;
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(*f).FFi(0) = e0.z;
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(*f).FFp(1) = e1.f;
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(*f).FFi(1) = e1.z;
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(*f).FFp(2) = f;
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(*f).FFi(2) = 2;
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int a1, a2;
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a1= this->e0.z;
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a2= this->e1.z;
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a1= e0.z;
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a2= e1.z;
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this->e0.f->FFp(this->e0.z)=f;
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this->e0.f->FFi(this->e0.z)=0;
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e0.f->FFp(e0.z)=f;
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e0.f->FFi(e0.z)=0;
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this->e1.f->FFp(this->e1.z)=f;
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this->e1.f->FFi(this->e1.z)=1;
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typename std::vector<typename MESH::FaceType>::iterator it;
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for(it = (* this->vf).begin();it!= (* this->vf).end();++it)
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e1.f->FFp(e1.z)=f;
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e1.f->FFi(e1.z)=1;
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std::vector<FaceType>::iterator it;
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for(it = AdjacencyRing().begin();it!= AdjacencyRing().end();++it)
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{
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if(!it->IsD())
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if( tri::Clean<MESH>::TestIntersection(&(*f),&(*it)))
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if( tri::Clean<MESH>::TestIntersection(&(*f),&(*it)))
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{
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this->e0.f->FFp(this->e0.z)= this->e0.f;
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this->e0.f->FFi(this->e0.z)=a1;
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e0.f->FFp(e0.z)= e0.f;
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e0.f->FFi(e0.z)=a1;
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this->e1.f->FFp(this->e1.z)=this->e1.f;
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this->e1.f->FFi(this->e1.z)=a2;
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e1.f->FFp(e1.z)=e1.f;
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e1.f->FFi(e1.z)=a2;
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return false;
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}
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}
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// caso ear degenere per buco triangolare
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if(ep==en)
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{
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//printf("Closing the last triangle");
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f->FFp(2)=en.f;
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f->FFi(2)=en.z;
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en.f->FFp(en.z)=f;
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en.f->FFi(en.z)=2;
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ne0.SetNull();
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ne1.SetNull();
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}
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// Caso ear non manifold a
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else if(ep.v==en.v)
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{
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//printf("Ear Non manif A\n");
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face::Pos<typename MESH::FaceType> enold=en;
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en.NextB();
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f->FFp(2)=enold.f;
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f->FFi(2)=enold.z;
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enold.f->FFp(enold.z)=f;
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enold.f->FFi(enold.z)=2;
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ne0=SelfIntersectionEar(ep);
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ne0.SetAdjacencyRing(this->vf);
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ne1=SelfIntersectionEar(en);
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ne1.SetAdjacencyRing(this->vf);
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}
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// Caso ear non manifold b
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else if(ep.VFlip()==this->e1.v)
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{
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//printf("Ear Non manif B\n");
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face::Pos<typename MESH::FaceType> epold=ep;
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ep.FlipV(); ep.NextB(); ep.FlipV();
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f->FFp(2)=epold.f;
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f->FFi(2)=epold.z;
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epold.f->FFp(epold.z)=f;
|
||||
epold.f->FFi(epold.z)=2;
|
||||
ne0=SelfIntersectionEar(ep);
|
||||
ne0.SetAdjacencyRing(this->vf);
|
||||
ne1=SelfIntersectionEar(en);
|
||||
ne1.SetAdjacencyRing(this->vf);
|
||||
}
|
||||
else// Now compute the new ears;
|
||||
{
|
||||
ne0=SelfIntersectionEar(ep);
|
||||
ne0.SetAdjacencyRing(this->vf);
|
||||
ne1=SelfIntersectionEar(face::Pos<typename MESH::FaceType>(f,2,this->e1.v));
|
||||
ne1.SetAdjacencyRing(this->vf);
|
||||
}
|
||||
return true;
|
||||
return ((TrivialEar<MESH> *)this)->Close(np0,np1,f);
|
||||
}
|
||||
};
|
||||
|
||||
|
@ -483,11 +430,6 @@ public:
|
|||
Box3Type bb;
|
||||
|
||||
bool operator < (const Info & hh) const {return size < hh.size;}
|
||||
bool operator > (const Info & hh) const {return size > hh.size;}
|
||||
bool operator == (const Info & hh) const {return size == hh.size;}
|
||||
bool operator != (const Info & hh) const {return size != hh.size;}
|
||||
bool operator >= (const Info & hh) const {return size >= hh.size;}
|
||||
bool operator <= (const Info & hh) const {return size <= hh.size;}
|
||||
|
||||
ScalarType Perimeter()
|
||||
{
|
||||
|
@ -530,68 +472,65 @@ template<class EAR>
|
|||
assert(h.p.f >= &*m.face.begin());
|
||||
assert(h.p.f < &*m.face.end());
|
||||
assert(h.p.IsBorder());//test fondamentale altrimenti qualcosa s'e' rotto!
|
||||
std::vector<EAR > H; //vettore di orecchie
|
||||
std::vector< EAR > H;
|
||||
H.reserve(h.size);
|
||||
int nmBit= VertexType::NewBitFlag(); // non manifoldness bit
|
||||
|
||||
//First loops around the hole to mark non manifold vertices.
|
||||
PosType ip = h.p; // Pos iterator
|
||||
do{
|
||||
ip.V()->ClearUserBit(nmBit);
|
||||
ip.V()->ClearV();
|
||||
ip.NextB();
|
||||
} while(ip!=h.p);
|
||||
|
||||
ip = h.p; // Re init the pos iterator for another loop (useless if everithing is ok!!)
|
||||
do{
|
||||
if(!ip.V()->IsV())
|
||||
ip.V()->SetV(); // All the vertexes that are visited more than once are non manifold
|
||||
else ip.V()->SetUserBit(nmBit);
|
||||
ip.NextB();
|
||||
} while(ip!=h.p);
|
||||
|
||||
//prendo le informazioni sul buco
|
||||
PosType ff = h.p;
|
||||
PosType fp = h.p;
|
||||
do{
|
||||
EAR app = EAR(fp);
|
||||
app.SetAdjacencyRing(vf);
|
||||
H.push_back( app );
|
||||
fp.NextB();//semmai da provare a sostituire il codice della NextB();
|
||||
printf("Adding ear %s ",app.Dump());
|
||||
fp.NextB();
|
||||
assert(fp.IsBorder());
|
||||
}while(fp!=ff);
|
||||
}while(fp!=h.p);
|
||||
|
||||
bool fitted = false;
|
||||
int cnt=h.size;
|
||||
FaceIterator tmp;
|
||||
|
||||
|
||||
make_heap(H.begin(), H.end());
|
||||
|
||||
//finche' il buco non e' chiuso o non ci sono piu' orecchie da analizzare.
|
||||
while( cnt > 2 && !H.empty() )
|
||||
{
|
||||
pop_heap(H.begin(), H.end());
|
||||
EAR en0,en1;
|
||||
{
|
||||
printf("Front of the heap is %s", H.front().Dump());
|
||||
pop_heap(H.begin(), H.end()); // retrieve the MAXIMUM value and put in the back;
|
||||
PosType ep0,ep1;
|
||||
EAR BestEar=H.back();
|
||||
H.pop_back();
|
||||
|
||||
FaceIterator Fadd = f;
|
||||
if(BestEar.IsUpToDate() && !BestEar.IsConvex())
|
||||
{
|
||||
if(!BestEar.Degen()){
|
||||
if(BestEar.Close(en0,en1,&*f))
|
||||
if(BestEar.IsUpToDate() && !BestEar.IsDegen(nmBit))
|
||||
{
|
||||
if(BestEar.Close(ep0,ep1,&*f))
|
||||
{
|
||||
if(!en0.IsNull()){
|
||||
H.push_back(en0);
|
||||
if(!ep0.IsNull()){
|
||||
H.push_back(EAR(ep0));
|
||||
push_heap( H.begin(), H.end());
|
||||
}
|
||||
if(!en1.IsNull()){
|
||||
H.push_back(en1);
|
||||
if(!ep1.IsNull()){
|
||||
H.push_back(EAR(ep1));
|
||||
push_heap( H.begin(), H.end());
|
||||
}
|
||||
--cnt;
|
||||
f->SetUserBit(UBIT);
|
||||
if(vf != 0) (*vf).push_back(*f);
|
||||
++f;
|
||||
fitted = true;
|
||||
}
|
||||
}
|
||||
//ultimo buco o unico buco.
|
||||
if(cnt == 3 && !fitted)
|
||||
{
|
||||
if(BestEar.Close(en0,en1,&*f))
|
||||
{
|
||||
--cnt;
|
||||
if(vf != 0)(*vf).push_back(*f);
|
||||
++f;
|
||||
}
|
||||
}
|
||||
}//is update()
|
||||
fitted = false;
|
||||
//non ho messo il triangolo quindi tolgo l'orecchio e continuo.
|
||||
|
||||
}//is update()
|
||||
}//fine del while principale.
|
||||
//tolgo le facce non utilizzate.
|
||||
while(f!=m.face.end())
|
||||
|
@ -600,7 +539,10 @@ template<class EAR>
|
|||
++f;
|
||||
m.fn--;
|
||||
}
|
||||
}
|
||||
|
||||
VertexType::DeleteBitFlag(nmBit); // non manifoldness bit
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
@ -648,35 +590,33 @@ template<class EAR>
|
|||
typename std::vector<Info >::iterator ith;
|
||||
Info app;
|
||||
|
||||
std::vector<FacePointer *> vfp;
|
||||
// collect the face pointer that has to be updated by the various addfaces
|
||||
std::vector<FacePointer *> vfp;
|
||||
for(ith = vinfo.begin(); ith!= vinfo.end(); ++ith)
|
||||
vfp.push_back( &(*ith).p.f );
|
||||
|
||||
EAR::AdjacencyRing().clear();
|
||||
for(ith = vinfo.begin(); ith!= vinfo.end(); ++ith)
|
||||
{
|
||||
app=(Info)*ith;
|
||||
vfp.push_back( &app.p.f );
|
||||
}
|
||||
if((*ith).size < sizeHole){
|
||||
|
||||
for(ith = vinfo.begin(); ith!= vinfo.end(); ++ith)
|
||||
{
|
||||
app=(Info)*ith;
|
||||
if(app.size < sizeHole){
|
||||
|
||||
//colleziono il ring intorno al buco per poi fare il test sul'intersezione
|
||||
sp = app.p;
|
||||
//Loops around the hole to collect the races .
|
||||
PosType ip = (*ith).p;
|
||||
do
|
||||
{
|
||||
ap = sp;
|
||||
PosType inp = ip;
|
||||
do
|
||||
{
|
||||
ap.FlipE();
|
||||
ap.FlipF();
|
||||
vf.push_back(*ap.f);
|
||||
}while(!ap.IsBorder());
|
||||
sp.NextB();
|
||||
inp.FlipE();
|
||||
inp.FlipF();
|
||||
EAR::AdjacencyRing().push_back(*inp.f);
|
||||
} while(!inp.IsBorder());
|
||||
ip.NextB();
|
||||
|
||||
}while(sp != app.p);
|
||||
}while(ip != app.p);
|
||||
|
||||
FillHoleEar<EAR >(m, app,UBIT,vfp,&vf);
|
||||
vf.clear();
|
||||
EAR::AdjacencyRing().clear();
|
||||
}
|
||||
}
|
||||
FaceIterator fi;
|
||||
|
@ -706,8 +646,6 @@ template<class EAR>
|
|||
}
|
||||
else
|
||||
{
|
||||
if( !(*fi).IsUserBit(UBIT) )
|
||||
{
|
||||
for(int j =0; j<3 ; ++j)
|
||||
{
|
||||
if( face::IsBorder(*fi,j) && !(*fi).IsUserBit(UBIT) )
|
||||
|
@ -735,7 +673,6 @@ template<class EAR>
|
|||
VHI.push_back( Info(sp,holesize,hbox) );
|
||||
}
|
||||
}//for sugli edge del triangolo
|
||||
}//se e' gia stato visitato
|
||||
}//S & !S
|
||||
}//!IsD()
|
||||
}//for principale!!!
|
||||
|
|
Loading…
Reference in New Issue