Heavylly change. Rewrote the voronoi to mesh converter. Added option for locking vertices
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607e048265
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bf17b1b9f8
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@ -65,10 +65,12 @@ struct VoronoiProcessingParameter
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colorStrategy = DistanceFromSeed;
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areaThresholdPerc=0;
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deleteUnreachedRegionFlag=false;
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fixSelectedSeed=false;
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}
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int colorStrategy;
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float areaThresholdPerc;
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bool deleteUnreachedRegionFlag;
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bool fixSelectedSeed;
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};
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template <class MeshType, class DistanceFunctor = EuclideanDistance<MeshType> >
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@ -253,20 +255,22 @@ static int FaceSelectRegion(MeshType &m, VertexPointer vp)
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return selCnt;
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}
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/// Given a mesh with geodesic sources for all vertexes
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/// Given a mesh with for each vertex the link to the closest seed
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/// (e.g. for all vertexes we know what is the corresponding voronoi region)
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/// we compute Area of all the regions
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/// we compute:
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/// area of all the voronoi regions
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/// the vector of the frontier vertexes (e.g. vert of faces shared by two regions)
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/// the vector of the corner faces (ie the faces shared exactly by three regions)
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/// the vector of the frontier faces that are on the boundary.
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///
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/// Area is computed only for triangles that fully belong to a given source.
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static void GetAreaAndFrontier(MeshType &m, PerVertexPointerHandle &sources,
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std::vector< std::pair<float,VertexPointer> > ®ionArea,
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std::vector<VertexPointer> &borderVec,
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std::vector<FacePointer> &cornerVec,
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std::vector<FacePointer> &borderCornerVec)
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std::vector< std::pair<float, VertexPointer> > ®ionArea, // for each seed we store area
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std::vector<VertexPointer> &frontierVec)
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{
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tri::UpdateFlags<MeshType>::VertexClearV(m);
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cornerVec.clear();
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borderVec.clear();
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frontierVec.clear();
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for(FaceIterator fi=m.face.begin();fi!=m.face.end();++fi)
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{
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VertexPointer s0 = sources[(*fi).V(0)];
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@ -275,18 +279,10 @@ static void GetAreaAndFrontier(MeshType &m, PerVertexPointerHandle &sources,
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if((s0 != s1) || (s0 != s2) )
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{
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for(int i=0;i<3;++i)
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borderVec.push_back(fi->V(i));
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if(s1!=s2 && s0!=s1 && s0!=s2) {
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cornerVec.push_back(&*fi);
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}
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else
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if(!fi->V(i)->IsV())
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{
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for(int i=0;i<3;++i)
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{
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if(sources[(*fi).V0(i)] != sources[(*fi).V1(i)] && fi->IsB(i))
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borderCornerVec.push_back(&*fi);
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}
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frontierVec.push_back(fi->V(i));
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fi->V(i)->SetV();
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}
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}
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else // the face belongs to a single region; accumulate area;
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@ -301,138 +297,240 @@ static void GetAreaAndFrontier(MeshType &m, PerVertexPointerHandle &sources,
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}
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}
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static void GetFaceCornerVec(MeshType &m, PerVertexPointerHandle &sources,
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std::vector<FacePointer> &cornerVec,
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std::vector<FacePointer> &borderCornerVec)
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{
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tri::UpdateFlags<MeshType>::VertexClearV(m);
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cornerVec.clear();
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for(FaceIterator fi=m.face.begin();fi!=m.face.end();++fi)
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{
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VertexPointer s0 = sources[(*fi).V(0)];
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VertexPointer s1 = sources[(*fi).V(1)];
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VertexPointer s2 = sources[(*fi).V(2)];
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static void ConvertVoronoiDiagramToMesh(MeshType &m, MeshType &outM, MeshType &poly, std::vector<VertexType *> &seedVec, DistanceFunctor &df, VoronoiProcessingParameter &vpp )
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if(s1!=s2 && s0!=s1 && s0!=s2) {
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cornerVec.push_back(&*fi);
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}
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else
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{
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if(isBorderCorner(&*fi,sources))
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borderCornerVec.push_back(&*fi);
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}
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}
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}
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static bool isBorderCorner(FaceType *f, typename MeshType::template PerVertexAttributeHandle<VertexPointer> &sources)
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{
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for(int i=0;i<3;++i)
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{
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if(sources[(*f).V0(i)] != sources[(*f).V1(i)] && f->IsB(i))
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return true;
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}
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return false;
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}
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static VertexPointer CommonSourceBetweenBorderCorner(FacePointer f0, FacePointer f1, typename MeshType::template PerVertexAttributeHandle<VertexPointer> &sources)
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{
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assert(isBorderCorner(f0,sources));
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assert(isBorderCorner(f1,sources));
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int b0 =-1,b1=-1;
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for(int i=0;i<3;++i)
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{
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if(face::IsBorder(*f0,i)) b0=i;
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if(face::IsBorder(*f1,i)) b1=i;
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}
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assert(b0!=-1 && b1!=-1);
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if( (sources[f0->V0(b0)] == sources[f1->V0(b1)]) || (sources[f0->V0(b0)] == sources[f1->V1(b1)]) )
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return sources[f0->V0(b0)];
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if( (sources[f0->V1(b0)] == sources[f1->V0(b1)]) || (sources[f0->V1(b0)] == sources[f1->V1(b1)]) )
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return sources[f0->V1(b0)];
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assert(0);
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return 0;
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}
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static void ConvertVoronoiDiagramToMesh(MeshType &m,
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MeshType &outMesh, MeshType &outPoly,
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std::vector<VertexType *> &seedVec,
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DistanceFunctor &df, VoronoiProcessingParameter &vpp )
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{
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typename MeshType::template PerVertexAttributeHandle<VertexPointer> sources;
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sources = tri::Allocator<MeshType>:: template GetPerVertexAttribute<VertexPointer> (m,"sources");
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tri::Geodesic<MeshType>::Compute(m,seedVec, df,std::numeric_limits<ScalarType>::max(),0,&sources);
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outMesh.Clear();
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outPoly.Clear();
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tri::UpdateTopology<MeshType>::FaceFace(m);
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tri::UpdateFlags<MeshType>::FaceBorderFromFF(m);
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std::map<VertexPointer, int> seedMap;
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for(size_t i=0;i<m.vert.size();++i)
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seedMap[&(m.vert[i])]=-1;
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for(size_t i=0;i<seedVec.size();++i)
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seedMap[seedVec[i]]=i;
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std::pair<float,VertexPointer> zz(0.0f,VertexPointer(NULL));
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std::vector< std::pair<float,VertexPointer> > regionArea(m.vert.size(),zz);
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std::vector<VertexPointer> borderVec;
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std::vector<FacePointer> cornerVec;
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std::vector<FacePointer> borderCornerVec;
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GetAreaAndFrontier(m, sources, regionArea, borderVec, cornerVec, borderCornerVec);
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outM.Clear();
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poly.Clear();
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std::vector<FacePointer> innerCornerVec, borderCornerVec;
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GetFaceCornerVec(m, sources, innerCornerVec, borderCornerVec);
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std::map<FacePointer,int> cornerMap;
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for(size_t i=0;i<cornerVec.size();++i)
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cornerMap[cornerVec[i]]=i;
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std::map<FacePointer,int> vertexIndCornerMap;
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for(size_t i=0;i<m.face.size();++i)
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vertexIndCornerMap[&(m.face[i])]=-1;
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for(size_t i=0;i<borderCornerVec.size();++i)
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cornerMap[borderCornerVec[i]]=i;
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// First add all the needed vertices: seeds and corners
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for(size_t i=0;i<seedVec.size();++i)
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tri::Allocator<MeshType>::AddVertex(outMesh, seedVec[i]->P(),Color4b::White);
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tri::Allocator<MeshType>::AddVertices(outM,seedVec.size()+cornerVec.size()+borderCornerVec.size());
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for(size_t i=0;i<seedVec.size();++i){
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outM.vert[i].P()=seedVec[i]->P();
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outM.vert[i].C()=Color4b::White;
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for(size_t i=0;i<innerCornerVec.size();++i){
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tri::Allocator<MeshType>::AddVertex(outMesh, vcg::Barycenter(*(innerCornerVec[i])),Color4b::Gray);
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vertexIndCornerMap[innerCornerVec[i]] = outMesh.vn-1;
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}
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int cOff = seedVec.size();
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for(size_t i=0;i<cornerVec.size();++i)
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{
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outM.vert[cOff+i].P()=vcg::Barycenter(*(cornerVec[i]));
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outM.vert[cOff+i].C()=Color4b::Gray;
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for(size_t i=0;i<borderCornerVec.size();++i){
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Point3f edgeCenter;
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for(int j=0;j<3;++j) if(face::IsBorder(*(borderCornerVec[i]),j))
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edgeCenter=(borderCornerVec[i]->P0(j)+borderCornerVec[i]->P1(j))/2.0f;
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tri::Allocator<MeshType>::AddVertex(outMesh, edgeCenter,Color4b::Gray);
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vertexIndCornerMap[borderCornerVec[i]] = outMesh.vn-1;
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}
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int bcOff =seedVec.size()+cornerVec.size();
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for(size_t i=0;i<borderCornerVec.size();++i)
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outM.vert[bcOff+i].P()=vcg::Barycenter(*(borderCornerVec[i]));
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tri::Append<MeshType,MeshType>::MeshCopy(poly,outM);
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tri::Append<MeshType,MeshType>::MeshCopy(outPoly,outMesh);
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// There is a voronoi edge if there are two corner face that share two sources.
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// In such a case we add a pair of triangles with an edge connecting these two corner faces
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// and with the two involved sources
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// For each pair of adjacent sources we store the first of the two corner that we encounter.
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// For each pair of adjacent seed we store the first of the two corner that we encounter.
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std::map<std::pair<VertexPointer,VertexPointer>, FacePointer > VoronoiEdge;
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// First Loop build all the triangles connecting seeds with voronoi edges
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// we loop over the edges and build two triangles for each edge
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for(size_t i=0;i<cornerVec.size();++i)
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// 1) Build internal triangles
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// Loop build all the triangles connecting seeds with internal corners
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// we loop over the all the voronoi corner (triangles with three different sources)
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// we build
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for(size_t i=0;i<innerCornerVec.size();++i)
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{
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for(int j=0;j<3;++j)
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{
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VertexPointer v0 = sources[cornerVec[i]->V0(j)];
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VertexPointer v1 = sources[cornerVec[i]->V1(j)];
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VertexPointer v0 = sources[innerCornerVec[i]->V0(j)];
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VertexPointer v1 = sources[innerCornerVec[i]->V1(j)];
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if(v1<v0) std::swap(v0,v1); assert(v1!=v0);
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if(VoronoiEdge[std::make_pair(v0,v1)] == 0)
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VoronoiEdge[std::make_pair(v0,v1)] = cornerVec[i];
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VoronoiEdge[std::make_pair(v0,v1)] = innerCornerVec[i];
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else
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{
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int otherCorner = cornerMap[VoronoiEdge[std::make_pair(v0,v1)]];
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VertexPointer corner0 = &(outM.vert[cOff+i]);
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VertexPointer corner1 = &(outM.vert[cOff+otherCorner]);
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FaceIterator fi;
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fi = tri::Allocator<MeshType>::AddFace(outM,&(outM.vert[seedMap[v0]]), corner0, corner1);
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fi->SetF(0); fi->SetF(2);
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fi = tri::Allocator<MeshType>::AddFace(outM,&(outM.vert[seedMap[v1]]), corner1, corner0);
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fi->SetF(0); fi->SetF(2);
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tri::Allocator<MeshType>::AddEdge(poly,&(poly.vert[tri::Index(outM,corner0)]),&(poly.vert[tri::Index(outM,corner1)]) );
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FacePointer otherCorner = VoronoiEdge[std::make_pair(v0,v1)];
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VertexPointer corner0 = &(outMesh.vert[vertexIndCornerMap[innerCornerVec[i]]]);
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VertexPointer corner1 = &(outMesh.vert[vertexIndCornerMap[otherCorner]]);
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tri::Allocator<MeshType>::AddFace(outMesh,&(outMesh.vert[seedMap[v0]]), corner0, corner1);
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tri::Allocator<MeshType>::AddFace(outMesh,&(outMesh.vert[seedMap[v1]]), corner1, corner0);
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}
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}
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}
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// Now build the boundary facets:
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// Two cases:
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// - triangles with an edge on the boundary that connects two bordercorner face.
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// - triangles with only a vertex on the border and an internal 'corner'
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// 2) build the boundary facets:
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// We loop over border corners and build triangles with seed vertex
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// we do **only** triangles with a bordercorner and a internal 'corner'
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for(size_t i=0;i<borderCornerVec.size();++i)
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{
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VertexPointer v0 = sources[borderCornerVec[i]->V(0)];
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VertexPointer v0 = sources[borderCornerVec[i]->V(0)]; // All bordercorner faces have only two different regions
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VertexPointer v1 = sources[borderCornerVec[i]->V(1)];
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if(v1==v0) v1 = sources[borderCornerVec[i]->V(2)];
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if(v1<v0) std::swap(v0,v1); assert(v1!=v0);
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if(VoronoiEdge[std::make_pair(VertexPointer(0),v0)] == 0)
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VoronoiEdge[std::make_pair(VertexPointer(0),v0)] = borderCornerVec[i];
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else
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FacePointer innerCorner = VoronoiEdge[std::make_pair(v0,v1)] ;
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if(innerCorner)
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{
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int otherCorner = cornerMap[VoronoiEdge[std::make_pair(VertexPointer(0),v0)]];
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VertexPointer corner0 = &(outM.vert[bcOff+i]);
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VertexPointer corner1 = &(outM.vert[bcOff+otherCorner]);
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FaceIterator fi = tri::Allocator<MeshType>::AddFace(outM,&(outM.vert[seedMap[v0]]), corner0, corner1);
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fi->SetF(0);fi->SetF(2);
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tri::Allocator<MeshType>::AddEdge(poly,&(poly.vert[tri::Index(outM,corner0)]),&(poly.vert[tri::Index(outM,corner1)]) );
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VertexPointer corner0 = &(outMesh.vert[vertexIndCornerMap[innerCorner]]);
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VertexPointer corner1 = &(outMesh.vert[vertexIndCornerMap[borderCornerVec[i]]]);
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tri::Allocator<MeshType>::AddFace(outMesh,&(outMesh.vert[seedMap[v0]]), corner0, corner1);
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tri::Allocator<MeshType>::AddFace(outMesh,&(outMesh.vert[seedMap[v1]]), corner0, corner1);
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}
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}
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if(VoronoiEdge[std::make_pair(VertexPointer(0),v1)] == 0)
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VoronoiEdge[std::make_pair(VertexPointer(0),v1)] = borderCornerVec[i];
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else
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// search for a boundary face
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face::Pos<FaceType> pos,startPos;
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for(int i=0;i<3;++i)
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if(face::IsBorder(*(borderCornerVec[0]),i))
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{
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int otherCorner = cornerMap[VoronoiEdge[std::make_pair(VertexPointer(0),v1)]];
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VertexPointer corner0 = &(outM.vert[bcOff+i]);
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VertexPointer corner1 = &(outM.vert[bcOff+otherCorner]);
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FaceIterator fi = tri::Allocator<MeshType>::AddFace(outM,&(outM.vert[seedMap[v1]]), corner0, corner1);
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fi->SetF(0);fi->SetF(2);
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tri::Allocator<MeshType>::AddEdge(poly,&(poly.vert[tri::Index(outM,corner0)]),&(poly.vert[tri::Index(outM,corner1)]) );
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pos.Set(borderCornerVec[0],i,borderCornerVec[0]->V(i));
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}
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assert(pos.IsBorder());
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startPos=pos;
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FacePointer curBorderCorner = pos.F();
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do
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{
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assert(isBorderCorner(curBorderCorner,sources));
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if(isBorderCorner(pos.F(),sources))
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if(pos.F() != curBorderCorner)
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{
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VertexPointer curReg = CommonSourceBetweenBorderCorner(curBorderCorner, pos.F(),sources);
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VertexPointer curSeed = &(outMesh.vert[seedMap[curReg]]);
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int otherCorner0 = vertexIndCornerMap[pos.F() ];
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int otherCorner1 = vertexIndCornerMap[curBorderCorner];
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VertexPointer corner0 = &(outMesh.vert[otherCorner0]);
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VertexPointer corner1 = &(outMesh.vert[otherCorner1]);
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tri::Allocator<MeshType>::AddFace(outMesh,curSeed,corner0,corner1);
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curBorderCorner=pos.F();
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}
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pos.NextB();
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}
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while(pos!=startPos);
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//**************** CLEANING ***************
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// 1) reorient
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bool oriented,orientable;
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tri::UpdateTopology<MeshType>::FaceFace(outMesh);
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tri::Clean<MeshType>::OrientCoherentlyMesh(outMesh,oriented,orientable);
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assert(orientable);
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// 2) search and mark folded stuff
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tri::UpdateNormal<MeshType>::PerFaceNormalized(outMesh);
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tri::UpdateFlags<MeshType>::FaceClearV(outMesh);
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for(FaceIterator fi=outMesh.face.begin();fi!=outMesh.face.end();++fi)
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{
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int badDiedralCnt=0;
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for(int i=0;i<3;++i)
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if(fi->N() * fi->FFp(i)->N() <0 ) badDiedralCnt++;
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if(badDiedralCnt == 2) fi->SetV();
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}
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// 3) actual deleting
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for(FaceIterator fi=outMesh.face.begin();fi!=outMesh.face.end();++fi)
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if(fi->IsV()) Allocator<MeshType>::DeleteFace(outMesh,*fi);
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tri::Allocator<MeshType>::CompactEveryVector(outMesh);
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tri::UpdateTopology<MeshType>::FaceFace(outMesh);
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tri::UpdateFlags<MeshType>::FaceBorderFromFF(outMesh);
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// 4) set up faux bits
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for(FaceIterator fi=outMesh.face.begin();fi!=outMesh.face.end();++fi)
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for(int i=0;i<3;++i)
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{
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int v0 = tri::Index(outMesh,fi->V0(i) );
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int v1 = tri::Index(outMesh,fi->V1(i) );
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if (v0 < seedVec.size() && !(seedVec[v0]->IsB() && fi->IsB(i))) fi->SetF(i);
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if (v1 < seedVec.size() && !(seedVec[v1]->IsB() && fi->IsB(i))) fi->SetF(i);
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}
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assert(VoronoiEdge[std::make_pair(v0,v1)]!=0);
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//******************** END OF CLEANING ****************
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int otherCorner = cornerMap[VoronoiEdge[std::make_pair(v0,v1)]];
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VertexPointer corner0 = &(outM.vert[bcOff+i]);
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VertexPointer corner1 = &(outM.vert[cOff+otherCorner]);
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FaceIterator fi = tri::Allocator<MeshType>::AddFace(outM,&(outM.vert[seedMap[v0]]), corner0, corner1);
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fi->SetF(0);fi->SetF(2);
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fi = tri::Allocator<MeshType>::AddFace(outM,&(outM.vert[seedMap[v1]]), corner0, corner1);
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fi->SetF(0);fi->SetF(2);
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// Now a plain conversion of the non faux edges into a polygonal mesh
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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");
|
||||
|
|
Loading…
Reference in New Issue