Heavylly change. Rewrote the voronoi to mesh converter. Added option for locking vertices

This commit is contained in:
Paolo Cignoni 2013-10-03 14:32:53 +00:00
parent 607e048265
commit bf17b1b9f8
1 changed files with 237 additions and 136 deletions

View File

@ -65,10 +65,12 @@ struct VoronoiProcessingParameter
colorStrategy = DistanceFromSeed;
areaThresholdPerc=0;
deleteUnreachedRegionFlag=false;
fixSelectedSeed=false;
}
int colorStrategy;
float areaThresholdPerc;
bool deleteUnreachedRegionFlag;
bool fixSelectedSeed;
};
template <class MeshType, class DistanceFunctor = EuclideanDistance<MeshType> >
@ -253,20 +255,22 @@ static int FaceSelectRegion(MeshType &m, VertexPointer vp)
return selCnt;
}
/// Given a mesh with geodesic sources for all vertexes
/// Given a mesh with for each vertex the link to the closest seed
/// (e.g. for all vertexes we know what is the corresponding voronoi region)
/// we compute Area of all the regions
/// we compute:
/// area of all the voronoi regions
/// the vector of the frontier vertexes (e.g. vert of faces shared by two regions)
/// the vector of the corner faces (ie the faces shared exactly by three regions)
/// the vector of the frontier faces that are on the boundary.
///
/// Area is computed only for triangles that fully belong to a given source.
static void GetAreaAndFrontier(MeshType &m, PerVertexPointerHandle &sources,
std::vector< std::pair<float,VertexPointer> > &regionArea,
std::vector<VertexPointer> &borderVec,
std::vector<FacePointer> &cornerVec,
std::vector<FacePointer> &borderCornerVec)
std::vector< std::pair<float, VertexPointer> > &regionArea, // for each seed we store area
std::vector<VertexPointer> &frontierVec)
{
tri::UpdateFlags<MeshType>::VertexClearV(m);
cornerVec.clear();
borderVec.clear();
frontierVec.clear();
for(FaceIterator fi=m.face.begin();fi!=m.face.end();++fi)
{
VertexPointer s0 = sources[(*fi).V(0)];
@ -275,18 +279,10 @@ static void GetAreaAndFrontier(MeshType &m, PerVertexPointerHandle &sources,
if((s0 != s1) || (s0 != s2) )
{
for(int i=0;i<3;++i)
borderVec.push_back(fi->V(i));
if(s1!=s2 && s0!=s1 && s0!=s2) {
cornerVec.push_back(&*fi);
}
else
if(!fi->V(i)->IsV())
{
for(int i=0;i<3;++i)
{
if(sources[(*fi).V0(i)] != sources[(*fi).V1(i)] && fi->IsB(i))
borderCornerVec.push_back(&*fi);
}
frontierVec.push_back(fi->V(i));
fi->V(i)->SetV();
}
}
else // the face belongs to a single region; accumulate area;
@ -301,138 +297,240 @@ static void GetAreaAndFrontier(MeshType &m, PerVertexPointerHandle &sources,
}
}
static void GetFaceCornerVec(MeshType &m, PerVertexPointerHandle &sources,
std::vector<FacePointer> &cornerVec,
std::vector<FacePointer> &borderCornerVec)
{
tri::UpdateFlags<MeshType>::VertexClearV(m);
cornerVec.clear();
for(FaceIterator fi=m.face.begin();fi!=m.face.end();++fi)
{
VertexPointer s0 = sources[(*fi).V(0)];
VertexPointer s1 = sources[(*fi).V(1)];
VertexPointer s2 = sources[(*fi).V(2)];
static void ConvertVoronoiDiagramToMesh(MeshType &m, MeshType &outM, MeshType &poly, std::vector<VertexType *> &seedVec, DistanceFunctor &df, VoronoiProcessingParameter &vpp )
if(s1!=s2 && s0!=s1 && s0!=s2) {
cornerVec.push_back(&*fi);
}
else
{
if(isBorderCorner(&*fi,sources))
borderCornerVec.push_back(&*fi);
}
}
}
static bool isBorderCorner(FaceType *f, typename MeshType::template PerVertexAttributeHandle<VertexPointer> &sources)
{
for(int i=0;i<3;++i)
{
if(sources[(*f).V0(i)] != sources[(*f).V1(i)] && f->IsB(i))
return true;
}
return false;
}
static VertexPointer CommonSourceBetweenBorderCorner(FacePointer f0, FacePointer f1, typename MeshType::template PerVertexAttributeHandle<VertexPointer> &sources)
{
assert(isBorderCorner(f0,sources));
assert(isBorderCorner(f1,sources));
int b0 =-1,b1=-1;
for(int i=0;i<3;++i)
{
if(face::IsBorder(*f0,i)) b0=i;
if(face::IsBorder(*f1,i)) b1=i;
}
assert(b0!=-1 && b1!=-1);
if( (sources[f0->V0(b0)] == sources[f1->V0(b1)]) || (sources[f0->V0(b0)] == sources[f1->V1(b1)]) )
return sources[f0->V0(b0)];
if( (sources[f0->V1(b0)] == sources[f1->V0(b1)]) || (sources[f0->V1(b0)] == sources[f1->V1(b1)]) )
return sources[f0->V1(b0)];
assert(0);
return 0;
}
static void ConvertVoronoiDiagramToMesh(MeshType &m,
MeshType &outMesh, MeshType &outPoly,
std::vector<VertexType *> &seedVec,
DistanceFunctor &df, VoronoiProcessingParameter &vpp )
{
typename MeshType::template PerVertexAttributeHandle<VertexPointer> sources;
sources = tri::Allocator<MeshType>:: template GetPerVertexAttribute<VertexPointer> (m,"sources");
tri::Geodesic<MeshType>::Compute(m,seedVec, df,std::numeric_limits<ScalarType>::max(),0,&sources);
outMesh.Clear();
outPoly.Clear();
tri::UpdateTopology<MeshType>::FaceFace(m);
tri::UpdateFlags<MeshType>::FaceBorderFromFF(m);
std::map<VertexPointer, int> seedMap;
for(size_t i=0;i<m.vert.size();++i)
seedMap[&(m.vert[i])]=-1;
for(size_t i=0;i<seedVec.size();++i)
seedMap[seedVec[i]]=i;
std::pair<float,VertexPointer> zz(0.0f,VertexPointer(NULL));
std::vector< std::pair<float,VertexPointer> > regionArea(m.vert.size(),zz);
std::vector<VertexPointer> borderVec;
std::vector<FacePointer> cornerVec;
std::vector<FacePointer> borderCornerVec;
GetAreaAndFrontier(m, sources, regionArea, borderVec, cornerVec, borderCornerVec);
outM.Clear();
poly.Clear();
std::vector<FacePointer> innerCornerVec, borderCornerVec;
GetFaceCornerVec(m, sources, innerCornerVec, borderCornerVec);
std::map<FacePointer,int> cornerMap;
for(size_t i=0;i<cornerVec.size();++i)
cornerMap[cornerVec[i]]=i;
std::map<FacePointer,int> vertexIndCornerMap;
for(size_t i=0;i<m.face.size();++i)
vertexIndCornerMap[&(m.face[i])]=-1;
for(size_t i=0;i<borderCornerVec.size();++i)
cornerMap[borderCornerVec[i]]=i;
// First add all the needed vertices: seeds and corners
for(size_t i=0;i<seedVec.size();++i)
tri::Allocator<MeshType>::AddVertex(outMesh, seedVec[i]->P(),Color4b::White);
tri::Allocator<MeshType>::AddVertices(outM,seedVec.size()+cornerVec.size()+borderCornerVec.size());
for(size_t i=0;i<seedVec.size();++i){
outM.vert[i].P()=seedVec[i]->P();
outM.vert[i].C()=Color4b::White;
for(size_t i=0;i<innerCornerVec.size();++i){
tri::Allocator<MeshType>::AddVertex(outMesh, vcg::Barycenter(*(innerCornerVec[i])),Color4b::Gray);
vertexIndCornerMap[innerCornerVec[i]] = outMesh.vn-1;
}
int cOff = seedVec.size();
for(size_t i=0;i<cornerVec.size();++i)
{
outM.vert[cOff+i].P()=vcg::Barycenter(*(cornerVec[i]));
outM.vert[cOff+i].C()=Color4b::Gray;
for(size_t i=0;i<borderCornerVec.size();++i){
Point3f edgeCenter;
for(int j=0;j<3;++j) if(face::IsBorder(*(borderCornerVec[i]),j))
edgeCenter=(borderCornerVec[i]->P0(j)+borderCornerVec[i]->P1(j))/2.0f;
tri::Allocator<MeshType>::AddVertex(outMesh, edgeCenter,Color4b::Gray);
vertexIndCornerMap[borderCornerVec[i]] = outMesh.vn-1;
}
int bcOff =seedVec.size()+cornerVec.size();
for(size_t i=0;i<borderCornerVec.size();++i)
outM.vert[bcOff+i].P()=vcg::Barycenter(*(borderCornerVec[i]));
tri::Append<MeshType,MeshType>::MeshCopy(poly,outM);
tri::Append<MeshType,MeshType>::MeshCopy(outPoly,outMesh);
// There is a voronoi edge if there are two corner face that share two sources.
// In such a case we add a pair of triangles with an edge connecting these two corner faces
// and with the two involved sources
// For each pair of adjacent sources we store the first of the two corner that we encounter.
// For each pair of adjacent seed we store the first of the two corner that we encounter.
std::map<std::pair<VertexPointer,VertexPointer>, FacePointer > VoronoiEdge;
// First Loop build all the triangles connecting seeds with voronoi edges
// we loop over the edges and build two triangles for each edge
for(size_t i=0;i<cornerVec.size();++i)
// 1) Build internal triangles
// Loop build all the triangles connecting seeds with internal corners
// we loop over the all the voronoi corner (triangles with three different sources)
// we build
for(size_t i=0;i<innerCornerVec.size();++i)
{
for(int j=0;j<3;++j)
{
VertexPointer v0 = sources[cornerVec[i]->V0(j)];
VertexPointer v1 = sources[cornerVec[i]->V1(j)];
VertexPointer v0 = sources[innerCornerVec[i]->V0(j)];
VertexPointer v1 = sources[innerCornerVec[i]->V1(j)];
if(v1<v0) std::swap(v0,v1); assert(v1!=v0);
if(VoronoiEdge[std::make_pair(v0,v1)] == 0)
VoronoiEdge[std::make_pair(v0,v1)] = cornerVec[i];
VoronoiEdge[std::make_pair(v0,v1)] = innerCornerVec[i];
else
{
int otherCorner = cornerMap[VoronoiEdge[std::make_pair(v0,v1)]];
VertexPointer corner0 = &(outM.vert[cOff+i]);
VertexPointer corner1 = &(outM.vert[cOff+otherCorner]);
FaceIterator fi;
fi = tri::Allocator<MeshType>::AddFace(outM,&(outM.vert[seedMap[v0]]), corner0, corner1);
fi->SetF(0); fi->SetF(2);
fi = tri::Allocator<MeshType>::AddFace(outM,&(outM.vert[seedMap[v1]]), corner1, corner0);
fi->SetF(0); fi->SetF(2);
tri::Allocator<MeshType>::AddEdge(poly,&(poly.vert[tri::Index(outM,corner0)]),&(poly.vert[tri::Index(outM,corner1)]) );
FacePointer otherCorner = VoronoiEdge[std::make_pair(v0,v1)];
VertexPointer corner0 = &(outMesh.vert[vertexIndCornerMap[innerCornerVec[i]]]);
VertexPointer corner1 = &(outMesh.vert[vertexIndCornerMap[otherCorner]]);
tri::Allocator<MeshType>::AddFace(outMesh,&(outMesh.vert[seedMap[v0]]), corner0, corner1);
tri::Allocator<MeshType>::AddFace(outMesh,&(outMesh.vert[seedMap[v1]]), corner1, corner0);
}
}
}
// Now build the boundary facets:
// Two cases:
// - triangles with an edge on the boundary that connects two bordercorner face.
// - triangles with only a vertex on the border and an internal 'corner'
// 2) build the boundary facets:
// We loop over border corners and build triangles with seed vertex
// we do **only** triangles with a bordercorner and a internal 'corner'
for(size_t i=0;i<borderCornerVec.size();++i)
{
VertexPointer v0 = sources[borderCornerVec[i]->V(0)];
VertexPointer v0 = sources[borderCornerVec[i]->V(0)]; // All bordercorner faces have only two different regions
VertexPointer v1 = sources[borderCornerVec[i]->V(1)];
if(v1==v0) v1 = sources[borderCornerVec[i]->V(2)];
if(v1<v0) std::swap(v0,v1); assert(v1!=v0);
if(VoronoiEdge[std::make_pair(VertexPointer(0),v0)] == 0)
VoronoiEdge[std::make_pair(VertexPointer(0),v0)] = borderCornerVec[i];
else
FacePointer innerCorner = VoronoiEdge[std::make_pair(v0,v1)] ;
if(innerCorner)
{
int otherCorner = cornerMap[VoronoiEdge[std::make_pair(VertexPointer(0),v0)]];
VertexPointer corner0 = &(outM.vert[bcOff+i]);
VertexPointer corner1 = &(outM.vert[bcOff+otherCorner]);
FaceIterator fi = tri::Allocator<MeshType>::AddFace(outM,&(outM.vert[seedMap[v0]]), corner0, corner1);
fi->SetF(0);fi->SetF(2);
tri::Allocator<MeshType>::AddEdge(poly,&(poly.vert[tri::Index(outM,corner0)]),&(poly.vert[tri::Index(outM,corner1)]) );
VertexPointer corner0 = &(outMesh.vert[vertexIndCornerMap[innerCorner]]);
VertexPointer corner1 = &(outMesh.vert[vertexIndCornerMap[borderCornerVec[i]]]);
tri::Allocator<MeshType>::AddFace(outMesh,&(outMesh.vert[seedMap[v0]]), corner0, corner1);
tri::Allocator<MeshType>::AddFace(outMesh,&(outMesh.vert[seedMap[v1]]), corner0, corner1);
}
}
if(VoronoiEdge[std::make_pair(VertexPointer(0),v1)] == 0)
VoronoiEdge[std::make_pair(VertexPointer(0),v1)] = borderCornerVec[i];
else
// search for a boundary face
face::Pos<FaceType> pos,startPos;
for(int i=0;i<3;++i)
if(face::IsBorder(*(borderCornerVec[0]),i))
{
int otherCorner = cornerMap[VoronoiEdge[std::make_pair(VertexPointer(0),v1)]];
VertexPointer corner0 = &(outM.vert[bcOff+i]);
VertexPointer corner1 = &(outM.vert[bcOff+otherCorner]);
FaceIterator fi = tri::Allocator<MeshType>::AddFace(outM,&(outM.vert[seedMap[v1]]), corner0, corner1);
fi->SetF(0);fi->SetF(2);
tri::Allocator<MeshType>::AddEdge(poly,&(poly.vert[tri::Index(outM,corner0)]),&(poly.vert[tri::Index(outM,corner1)]) );
pos.Set(borderCornerVec[0],i,borderCornerVec[0]->V(i));
}
assert(pos.IsBorder());
startPos=pos;
FacePointer curBorderCorner = pos.F();
do
{
assert(isBorderCorner(curBorderCorner,sources));
if(isBorderCorner(pos.F(),sources))
if(pos.F() != curBorderCorner)
{
VertexPointer curReg = CommonSourceBetweenBorderCorner(curBorderCorner, pos.F(),sources);
VertexPointer curSeed = &(outMesh.vert[seedMap[curReg]]);
int otherCorner0 = vertexIndCornerMap[pos.F() ];
int otherCorner1 = vertexIndCornerMap[curBorderCorner];
VertexPointer corner0 = &(outMesh.vert[otherCorner0]);
VertexPointer corner1 = &(outMesh.vert[otherCorner1]);
tri::Allocator<MeshType>::AddFace(outMesh,curSeed,corner0,corner1);
curBorderCorner=pos.F();
}
pos.NextB();
}
while(pos!=startPos);
//**************** CLEANING ***************
// 1) reorient
bool oriented,orientable;
tri::UpdateTopology<MeshType>::FaceFace(outMesh);
tri::Clean<MeshType>::OrientCoherentlyMesh(outMesh,oriented,orientable);
assert(orientable);
// 2) search and mark folded stuff
tri::UpdateNormal<MeshType>::PerFaceNormalized(outMesh);
tri::UpdateFlags<MeshType>::FaceClearV(outMesh);
for(FaceIterator fi=outMesh.face.begin();fi!=outMesh.face.end();++fi)
{
int badDiedralCnt=0;
for(int i=0;i<3;++i)
if(fi->N() * fi->FFp(i)->N() <0 ) badDiedralCnt++;
if(badDiedralCnt == 2) fi->SetV();
}
// 3) actual deleting
for(FaceIterator fi=outMesh.face.begin();fi!=outMesh.face.end();++fi)
if(fi->IsV()) Allocator<MeshType>::DeleteFace(outMesh,*fi);
tri::Allocator<MeshType>::CompactEveryVector(outMesh);
tri::UpdateTopology<MeshType>::FaceFace(outMesh);
tri::UpdateFlags<MeshType>::FaceBorderFromFF(outMesh);
// 4) set up faux bits
for(FaceIterator fi=outMesh.face.begin();fi!=outMesh.face.end();++fi)
for(int i=0;i<3;++i)
{
int v0 = tri::Index(outMesh,fi->V0(i) );
int v1 = tri::Index(outMesh,fi->V1(i) );
if (v0 < seedVec.size() && !(seedVec[v0]->IsB() && fi->IsB(i))) fi->SetF(i);
if (v1 < seedVec.size() && !(seedVec[v1]->IsB() && fi->IsB(i))) fi->SetF(i);
}
assert(VoronoiEdge[std::make_pair(v0,v1)]!=0);
//******************** END OF CLEANING ****************
int otherCorner = cornerMap[VoronoiEdge[std::make_pair(v0,v1)]];
VertexPointer corner0 = &(outM.vert[bcOff+i]);
VertexPointer corner1 = &(outM.vert[cOff+otherCorner]);
FaceIterator fi = tri::Allocator<MeshType>::AddFace(outM,&(outM.vert[seedMap[v0]]), corner0, corner1);
fi->SetF(0);fi->SetF(2);
fi = tri::Allocator<MeshType>::AddFace(outM,&(outM.vert[seedMap[v1]]), corner0, corner1);
fi->SetF(0);fi->SetF(2);
// Now a plain conversion of the non faux edges into a polygonal mesh
std::vector< typename tri::UpdateTopology<MeshType>::PEdge> EdgeVec;
tri::UpdateTopology<MeshType>::FillUniqueEdgeVector(outMesh,EdgeVec,false);
tri::UpdateTopology<MeshType>::AllocateEdge(outMesh);
tri::Allocator<MeshType>::AddEdge(poly,&(poly.vert[tri::Index(outM,corner0)]),&(poly.vert[tri::Index(outM,corner1)]) );
for(int i=0;i<EdgeVec.size();++i)
{
int e0 = tri::Index(outMesh,EdgeVec[i].v[0]);
int e1 = tri::Index(outMesh,EdgeVec[i].v[1]);
assert(e0<outPoly.vert.size());
tri::Allocator<MeshType>::AddEdge(outPoly,&(outPoly.vert[e0]),&(outPoly.vert[e1]));
}
}
static void DeleteUnreachedRegions(MeshType &m, PerVertexPointerHandle &sources)
{
tri::UpdateFlags<MeshType>::VertexClearV(m);
@ -450,18 +548,24 @@ static void DeleteUnreachedRegions(MeshType &m, PerVertexPointerHandle &sources)
tri::Allocator<MeshType>::CompactEveryVector(m);
}
static void VoronoiRelaxing(MeshType &m, std::vector<VertexType *> &seedVec, int relaxIter, DistanceFunctor &df, VoronoiProcessingParameter &vpp, vcg::CallBackPos *cb=0)
/// \brief Perform a Lloyd relaxation cycle over a mesh
///
///
static void VoronoiRelaxing(MeshType &m, std::vector<VertexType *> &seedVec, int relaxIter, DistanceFunctor &df,
VoronoiProcessingParameter &vpp, vcg::CallBackPos *cb=0)
{
tri::RequireVFAdjacency(m);
tri::UpdateFlags<MeshType>::FaceBorderFromVF(m);
tri::UpdateFlags<MeshType>::VertexBorderFromFace(m);
typename MeshType::template PerVertexAttributeHandle<VertexPointer> sources;
sources = tri::Allocator<MeshType>:: template GetPerVertexAttribute<VertexPointer> (m,"sources");
for(int iter=0;iter<relaxIter;++iter)
{
if(cb) cb(iter*100/relaxIter,"Voronoi Lloyd Relaxation: First Partitioning");
// first run: find for each point what is the closest to one of the seeds.
// first run: find for each point what is the closest to one of the seeds.
tri::Geodesic<MeshType>::Compute(m, seedVec, df,std::numeric_limits<ScalarType>::max(),0,&sources);
if(vpp.colorStrategy == VoronoiProcessingParameter::DistanceFromSeed)
tri::UpdateColor<MeshType>::PerVertexQualityRamp(m);
@ -473,12 +577,9 @@ static void VoronoiRelaxing(MeshType &m, std::vector<VertexType *> &seedVec, int
//The error should have been removed from MSVS2012
std::pair<float,VertexPointer> zz(0.0f,static_cast<VertexPointer>(NULL));
std::vector< std::pair<float,VertexPointer> > regionArea(m.vert.size(),zz);
std::vector<VertexPointer> borderVec;
std::vector<FacePointer> cornerVec;
std::vector<FacePointer> borderCornerVec;
GetAreaAndFrontier(m, sources, regionArea, borderVec, cornerVec,borderCornerVec);
std::vector<VertexPointer> frontierVec;
GetAreaAndFrontier(m, sources, regionArea, frontierVec);
// Smaller area region are discarded
Distribution<float> H;
for(size_t i=0;i<regionArea.size();++i)
@ -499,13 +600,14 @@ static void VoronoiRelaxing(MeshType &m, std::vector<VertexType *> &seedVec, int
if(cb) cb(iter*100/relaxIter,"Voronoi Lloyd Relaxation: Searching New Seeds");
tri::Geodesic<MeshType>::Compute(m,borderVec,df);
tri::Geodesic<MeshType>::Compute(m,frontierVec,df);
if(vpp.colorStrategy == VoronoiProcessingParameter::DistanceFromBorder)
tri::UpdateColor<MeshType>::PerVertexQualityRamp(m);
// Search the local maxima for each region and use them as new seeds
std::vector< std::pair<float,VertexPointer> > seedMaxima(m.vert.size(),zz);
for(VertexIterator vi=m.vert.begin();vi!=m.vert.end();++vi)
{
assert(sources[vi]!=0);
@ -519,6 +621,11 @@ static void VoronoiRelaxing(MeshType &m, std::vector<VertexType *> &seedVec, int
std::vector<VertexPointer> newSeeds;
for(size_t i=0;i<seedMaxima.size();++i)
if(seedMaxima[i].second)
if(vpp.fixSelectedSeed && sources[seedMaxima[i].second]->IsS())
{
newSeeds.push_back(sources[seedMaxima[i].second]);
}
else
{
seedMaxima[i].second->C() = Color4b::Gray;
if(regionArea[i].first >= areaThreshold)
@ -526,20 +633,14 @@ static void VoronoiRelaxing(MeshType &m, std::vector<VertexType *> &seedVec, int
}
for(size_t i=0;i<borderVec.size();++i)
borderVec[i]->C() = Color4b::Gray;
for(size_t i=0;i<cornerVec.size();++i)
for(int j=0;j<3;++j)
cornerVec[i]->V(j)->C() = Color4b::Green;
for(size_t i=0;i<frontierVec.size();++i)
frontierVec[i]->C() = Color4b::Gray;
for(size_t i=0;i<seedVec.size();++i)
seedVec[i]->C() = Color4b::Black;
for(size_t i=0;i<newSeeds.size();++i)
newSeeds[i]->C() = Color4b::White;
swap(newSeeds,seedVec);
for(size_t i=0;i<seedVec.size();++i)
seedVec[i]->C() = Color4b::White;
}
// tri::Allocator<MeshType>::DeletePerVertexAttribute (m,"sources");