Encapsulated everything in a static class. Also, templated with Interpolator "single-method static class" functor to make custom vertex interpolations during collapses.
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@ -3,7 +3,7 @@
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/** BIT-QUAD creation support:
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a collection of methods that,
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starting from a triangular mesh, will create your quad-only or quad-domainant mesh.
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starting from a triangular mesh, will create your quad-pure or quad-domainant mesh.
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They all require:
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- per face Q, and FF connectivity, 2-manyfold meshes,
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@ -12,37 +12,37 @@
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[ list of available methods: ]
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void MakeBitQuadOnlyByRefine(Mesh &m)
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void MakePureByRefine(Mesh &m)
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- adds a vertex for each tri or quad present
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- thus, miminal complexity increase is the mesh is quad-dominant already
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- old non-border edges are made faux
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- never fails
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void MakeBitQuadOnlyByCatmullClark(Mesh &m)
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void MakePureByCatmullClark(MeshType &m)
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- adds a vertex in each (non-faux) edge.
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- twice complexity increase w.r.t. "ByRefine" method.
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- preserves edges: old edges are still edges
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- never fails
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bool MakeBitQuadOnlyByFlip(Mesh &m [, int maxdist] )
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bool MakePureByFlip(MeshType &m [, int maxdist] )
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- does not increase # vertices, just flips edges
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- call in a loop until it returns true (temporary hack)
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- fails if number of triangle is odd (only happens in open meshes)
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- add "StepByStep" to method name if you want it to make a single step (debugging purposes)
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bool MakeTriEvenBySplit(Mesh& m)
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bool MakeTriEvenByDelete(Mesh& m)
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bool MakeTriEvenBySplit(MeshType& m)
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bool MakeTriEvenByDelete(MeshType& m)
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- two simple variants that either delete or split *at most one* border face
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so that the number of tris will be made even. Return true if it did it.
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- useful to use the previous method, when mesh is still all triangle
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void MakeBitQuadDominant(Mesh &m, int level)
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void MakeDominant(MeshType &m, int level)
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- just merges traingle pairs into quads, trying its best
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- various heuristic available, see descr. for parameter "level"
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- provides good starting point for make-Quad-Only methods
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- uses an ad-hoc measure for "quad quality" (which is hard-wired, for now)
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void MakeBitTriOnly(Mesh &m)
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void MakeBitTriOnly(MeshType &m)
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- inverse process: returns to tri-only mesh
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@ -52,14 +52,28 @@ void MakeBitTriOnly(Mesh &m)
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namespace vcg{namespace tri{
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template <class _MeshType>
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class BitQuadCreation{
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public:
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typedef _MeshType MeshType;
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typedef typename MeshType::ScalarType ScalarType;
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typedef typename MeshType::CoordType CoordType;
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typedef typename MeshType::FaceType FaceType;
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typedef typename MeshType::FaceType* FaceTypeP;
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typedef typename MeshType::VertexType VertexType;
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typedef typename MeshType::FaceIterator FaceIterator;
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typedef typename MeshType::VertexIterator VertexIterator;
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typedef BitQuad<MeshType> BQ; // static class to make basic quad operations
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// helper function:
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// given a triangle, merge it with its best neightboord to form a quad
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template <class Face, bool override>
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static void selectBestQuadDiag(Face *fi){
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template <bool override>
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static void selectBestDiag(FaceType *fi){
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typedef typename Face::ScalarType ScalarType;
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typedef typename Face::VertexType VertexType;
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if (!override) {
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if (fi->IsAnyF()) return;
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}
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@ -79,7 +93,7 @@ static void selectBestQuadDiag(Face *fi){
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}
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if (fi->FFp(k)==fi) continue; // never make a border faux
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ScalarType score = quadQuality( &*fi, k );
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ScalarType score = BQ::quadQuality( &*fi, k );
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if (override) {
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// don't override anyway iff other face has a better match
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if (score < fi->FFp(k)->Q()) continue;
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@ -129,33 +143,27 @@ static void selectBestQuadDiag(Face *fi){
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// helper funcion:
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// a pass though all triangles to merge triangle pairs into quads
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template <class Mesh, bool override> // override previous decisions?
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static void MakeQuadDominantPass(Mesh &m){
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typedef typename Mesh::FaceType Face;
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typedef typename Mesh::FaceIterator FaceIterator;
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template <bool override> // override previous decisions?
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static void MakeDominantPass(MeshType &m){
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for (FaceIterator fi = m.face.begin(); fi!=m.face.end(); fi++) if (!fi->IsD()) {
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selectBestQuadDiag<Face,override>(&(*fi));
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selectBestDiag<override>(&(*fi));
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}
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}
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// make tri count even by splitting a single triangle...
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template <class Mesh>
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bool MakeTriEvenBySplit(Mesh& m){
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static bool MakeTriEvenBySplit(MeshType& m){
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if (m.fn%2==0) return false; // it's already Even
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assert(0); // todo!
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}
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// make tri count even by delete...
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template <class Mesh>
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bool MakeTriEvenByDelete(Mesh& m)
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static bool MakeTriEvenByDelete(MeshType& m)
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{
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if (m.fn%2==0) return false; // it's already Even
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typedef typename Mesh::FaceIterator FaceIterator;
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typedef typename Mesh::FaceType Face;
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for (FaceIterator fi = m.face.begin(); fi!=m.face.end(); fi++) {
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for (int k=0; k<3; k++) {
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@ -165,7 +173,7 @@ bool MakeTriEvenByDelete(Mesh& m)
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for (int h=1; h<3; h++) {
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int kh=(k+h)%3;
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int j = fi->FFi( kh );
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Face *f = fi->FFp(kh);
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FaceType *f = fi->FFp(kh);
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if (f != &* fi) {
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f->FFp( j ) = f;
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f->FFi( j ) = j;
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@ -174,7 +182,7 @@ bool MakeTriEvenByDelete(Mesh& m)
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}
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// delete found face
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Allocator<Mesh>::DeleteFace(m,*fi);
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Allocator<MeshType>::DeleteFace(m,*fi);
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return true;
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}
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}
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@ -187,9 +195,7 @@ bool MakeTriEvenByDelete(Mesh& m)
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/**
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Given a mesh, makes it bit trianglular (makes all edges NOT faux)
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*/
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template <class Mesh>
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void MakeBitTriOnly(Mesh &m){
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typedef typename Mesh::FaceIterator FaceIterator;
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static void MakeBitTriOnly(MeshType &m){
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for (FaceIterator fi = m.face.begin(); fi!=m.face.end(); fi++) {
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fi->ClearAllF();
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}
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@ -201,17 +207,13 @@ void MakeBitTriOnly(Mesh &m){
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* Updates: per wedge attributes, if any
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* Other connectivity structures, and per edge and per wedge flags are ignored
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*/
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template <class Mesh>
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bool MakeBitTriQuadConventional(Mesh &m){
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static bool MakeBitTriQuadConventional(MeshType &m){
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assert(0); // todo
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}
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/* returns true if mesh is a "conventional" quad mesh.
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I.e. if it is all quads, with third edge faux fora all triangles*/
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template <class Mesh>
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bool IsBitTriQuadConventional(Mesh &m){
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typedef typename Mesh::FaceIterator FaceIterator;
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typedef typename Mesh::FaceType FaceType;
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static bool IsBitTriQuadConventional(MeshType &m){
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for (FaceIterator fi = m.face.begin(); fi!=m.face.end(); fi++) if (!fi->IsD()) {
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if (fi->IsAnyF())
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if ( fi->Flags() & ( FaceType::FAUX012 ) != FaceType::FAUX2 ) {
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@ -226,16 +228,10 @@ bool IsBitTriQuadConventional(Mesh &m){
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previous diags
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requires that the mesh is made only of quads and tris.
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*/
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template <class Mesh>
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void MakeBitQuadOnlyByRefine(Mesh &m){
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static void MakePureByRefine(MeshType &m){
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// todo: update VF connectivity if present
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typedef typename Mesh::FaceIterator FaceIterator;
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typedef typename Mesh::VertexIterator VertexIterator;
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typedef typename Mesh::FaceType Face;
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typedef typename Mesh::VertexType Vert;
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int ev = 0; // EXTRA vertices (times 2)
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int ef = 0; // EXTRA faces
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ev/=2; // I was counting each of them twice
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int originalFaceNum = m.fn;
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FaceIterator nfi = tri::Allocator<Mesh>::AddFaces(m,ef);
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VertexIterator nvi = tri::Allocator<Mesh>::AddVertices(m,ev);
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FaceIterator nfi = tri::Allocator<MeshType>::AddFaces(m,ef);
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VertexIterator nvi = tri::Allocator<MeshType>::AddVertices(m,ev);
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for (FaceIterator fi = m.face.begin(); fi!=m.face.end(); fi++) if (!fi->IsD()) fi->ClearV();
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if (k==0) // add a vertex in the center of the face, splitting it in 3
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{
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assert(nvi!=m.vert.end());
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Vert *nv = &*nvi; nvi++;
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VertexType *nv = &*nvi; nvi++;
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*nv = *fi->V0( 0 ); // lazy: copy everything from the old vertex
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nv->P() = ( fi->V(0)->P() + fi->V(1)->P() + fi->V(2)->P() ) /3.0;
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Face *fa = &*fi;
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Face *fb = &*nfi; nfi++;
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Face *fc = &*nfi; nfi++;
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FaceType *fa = &*fi;
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FaceType *fb = &*nfi; nfi++;
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FaceType *fc = &*nfi; nfi++;
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*fb = *fc = *fa; // lazy: copy everything from the old faces
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fa->V(0) = nv;
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fb->V(1) = nv;
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}
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else {
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// assuming is a part of quad (not a penta, etc), i.e. only one faux
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Face *fa = &*fi;
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int ea2 = FauxIndex(fa); // index of the only faux edge
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Face *fb = fa->FFp(ea2);
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FaceType *fa = &*fi;
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int ea2 = BQ::FauxIndex(fa); // index of the only faux edge
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FaceType *fb = fa->FFp(ea2);
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int eb2 = fa->FFi(ea2);
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assert(fb->FFp(eb2)==fa) ;
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assert(fa->IsF(ea2));
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// create new vert in center of faux edge
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assert(nvi!=m.vert.end());
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Vert *nv = &*nvi; nvi++;
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VertexType *nv = &*nvi; nvi++;
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*nv = * fa->V0( ea2 );
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nv->P() = ( fa->V(ea2)->P() + fa->V(ea0)->P() ) /2.0;
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// split faces: add 2 faces (one per side)
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assert(nfi!=m.face.end());
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Face *fc = &*nfi; nfi++;
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FaceType *fc = &*nfi; nfi++;
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assert(nfi!=m.face.end());
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Face *fd = &*nfi; nfi++;
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FaceType *fd = &*nfi; nfi++;
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*fc = *fa;
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*fd = *fb;
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// last pass: add vertex on faux border faces... (if any)
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if (nsplit>0) {
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FaceIterator nfi = tri::Allocator<Mesh>::AddFaces(m,nsplit);
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VertexIterator nvi = tri::Allocator<Mesh>::AddVertices(m,nsplit);
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FaceIterator nfi = tri::Allocator<MeshType>::AddFaces(m,nsplit);
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VertexIterator nvi = tri::Allocator<MeshType>::AddVertices(m,nsplit);
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for (FaceIterator fi = m.face.begin(); fi!=m.face.end(); fi++) if (!fi->IsD()) {
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Face* fa = &*fi;
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FaceType* fa = &*fi;
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int ea2 = -1; // border and faux face (if any)
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if (fa->FFp(0)==fa && fa->IsF(0) ) ea2=0;
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if (fa->FFp(1)==fa && fa->IsF(1) ) ea2=1;
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int ea1 = (ea2+2) %3;
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// create new vert in center of faux edge
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Vert *nv = &*nvi; nvi++;
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VertexType *nv = &*nvi; nvi++;
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*nv = * fa->V0( ea2 );
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nv->P() = ( fa->V(ea2)->P() + fa->V(ea0)->P() ) /2.0;
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// split face: add 1 face
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Face *fc = &*nfi; nfi++;
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FaceType *fc = &*nfi; nfi++;
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*fc = *fa;
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fa->V(ea2) = fc->V(ea0) = nv ;
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// uses Catmull Clark to enforce quad only meshes
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// each old edge (but not faux) is split in two.
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template <class Mesh>
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void MakeBitQuadOnlyByCatmullClark(Mesh &m){
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MakeBitQuadOnlyByRefine(m);
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MakeBitQuadOnlyByRefine(m);
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static void MakePureByCatmullClark(MeshType &m){
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MakePureByRefine(m);
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MakePureByRefine(m);
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// et-voilà!!!
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}
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// Helper funcion:
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// marks edge distance froma a given face.
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// Stops at maxDist or at the distance when a triangle is found
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template <class Mesh>
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typename Mesh::FaceType * MarkEdgeDistance(Mesh &m, typename Mesh::FaceType *f, int maxDist){
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typedef typename Mesh::FaceType Face;
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typedef typename Mesh::FaceIterator FaceIterator;
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typedef typename Mesh::VertexIterator VertexIterator;
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assert(Mesh::HasPerFaceQuality());
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static FaceType * MarkEdgeDistance(MeshType &m, FaceType *f, int maxDist){
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assert(MeshType::HasPerFaceQuality());
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for (FaceIterator fi = m.face.begin(); fi!=m.face.end(); fi++) if (!f->IsD()) {
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fi->Q()=maxDist;
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}
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Face * firstTriangleFound = NULL;
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FaceType * firstTriangleFound = NULL;
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f->Q() = 0;
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std::vector<Face*> stack;
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std::vector<FaceType*> stack;
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int stackPos=0;
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stack.push_back(f);
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while ( stackPos<stack.size() ) {
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Face *f = stack[stackPos++];
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FaceType *f = stack[stackPos++];
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for (int k=0; k<3; k++) {
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Face *fk = f->FFp(k);
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FaceType *fk = f->FFp(k);
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int fq = int(f->Q()) + ( ! f->IsF(k) );
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if (fk->Q()> fq && fq <= maxDist) {
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if (!fk->IsAnyF()) { firstTriangleFound = fk; maxDist = fq;}
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@ -556,13 +547,9 @@ typename Mesh::FaceType * MarkEdgeDistance(Mesh &m, typename Mesh::FaceType *f,
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maxdist is the maximal edge distance where to look for a companion triangle
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*/
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template <class Mesh>
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int MakeBitQuadOnlyByFlipStepByStep(Mesh &m, int maxdist=10000, int restart=false){
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typedef typename Mesh::FaceType Face;
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typedef typename Mesh::FaceIterator FaceIterator;
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typedef typename Mesh::VertexIterator VertexIterator;
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static int MakePureByFlipStepByStep(MeshType &m, int maxdist=10000, int restart=false){
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static Face *ta, *tb; // faces to be matched into a quad
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static FaceType *ta, *tb; // faces to be matched into a quad
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static int step = 0; // hack
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for (int k=0; k<3; k++) {
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if (tb->FFp(k) == tb) continue; // border
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Face* tbk = tb->FFp(k);
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FaceType* tbk = tb->FFp(k);
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if (!tbk->IsAnyF()) {done=true; marriageEdge=k; break; } // found my match
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int back = tb->FFi(k);
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int faux = FauxIndex(tbk);
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int faux = BQ::FauxIndex(tbk);
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int other = 3-back-faux;
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int scoreA = int(tbk->FFp(other)->Q());
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Face* tbh = tbk->FFp(faux);
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int fauxh = FauxIndex(tbh);
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FaceType* tbh = tbk->FFp(faux);
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int fauxh = BQ::FauxIndex(tbh);
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int scoreB = int(tbh->FFp( (fauxh+1)%3 )->Q());
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int scoreC = int(tbh->FFp( (fauxh+2)%3 )->Q());
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// use that edge to proceed
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if (mustDoFlip) {
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FlipBitQuadDiag( *(tb->FFp(edge)) );
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BQ::FlipDiag( *(tb->FFp(edge)) );
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}
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Face* next = tb->FFp(edge)->FFp( FauxIndex(tb->FFp(edge)) );
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FaceType* next = tb->FFp(edge)->FFp( BQ::FauxIndex(tb->FFp(edge)) );
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// create new edge
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next->ClearAllF();
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@ -660,12 +647,11 @@ break;
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- maxdist is the maximal edge distance where to look for a companion triangle
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- retunrs true if all triangles are merged (always, unless they are odd, or maxdist not enough).
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*/
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template <class Mesh>
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bool MakeBitQuadOnlyByFlip(Mesh &m, int maxdist=10000)
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static bool MakePureByFlip(MeshType &m, int maxdist=10000)
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{
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MakeBitQuadOnlyByFlipStepByStep(m, maxdist, true); // restart
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MakePureByFlipStepByStep(m, maxdist, true); // restart
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int res=-1;
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while (res==-1) res = MakeBitQuadOnlyByFlipStepByStep(m, maxdist);
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while (res==-1) res = MakePureByFlipStepByStep(m, maxdist);
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return res==0;
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}
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@ -676,23 +662,22 @@ bool MakeBitQuadOnlyByFlip(Mesh &m, int maxdist=10000)
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level = 1: smarter: leaves more triangles, but makes better quality quads
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level = 2: even more so (marginally)
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*/
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template <class Mesh>
|
||||
void MakeBitQuadDominant(Mesh &m, int level){
|
||||
static void MakeDominant(MeshType &m, int level){
|
||||
|
||||
assert(Mesh::HasPerFaceQuality());
|
||||
assert(Mesh::HasPerFaceFlags());
|
||||
assert(MeshType::HasPerFaceQuality());
|
||||
assert(MeshType::HasPerFaceFlags());
|
||||
|
||||
typedef typename Mesh::FaceIterator FaceIterator;
|
||||
for (FaceIterator fi = m.face.begin(); fi!=m.face.end(); fi++) {
|
||||
fi->ClearAllF();
|
||||
fi->Q() = 0;
|
||||
}
|
||||
|
||||
|
||||
MakeQuadDominantPass<Mesh, false> (m);
|
||||
if (level>0) MakeQuadDominantPass<Mesh, true> (m);
|
||||
if (level>1) MakeQuadDominantPass<Mesh, true> (m);
|
||||
if (level>0) MakeQuadDominantPass<Mesh, false> (m);
|
||||
MakeDominantPass<false> (m);
|
||||
if (level>0) MakeDominantPass<true> (m);
|
||||
if (level>1) MakeDominantPass<true> (m);
|
||||
if (level>0) MakeDominantPass<false> (m);
|
||||
}
|
||||
|
||||
};
|
||||
}} // end namespace vcg::tri
|
||||
|
|
|
@ -1,12 +1,26 @@
|
|||
|
||||
namespace vcg{namespace tri{
|
||||
|
||||
// helper function: mark a quadface, setting Q at 0, and neight at .75, 0.5...
|
||||
template <class Mesh>
|
||||
void MarkFace(typename Mesh::FaceType* f, Mesh &m){
|
||||
typedef typename Mesh::FaceIterator FaceIterator;
|
||||
typedef typename Mesh::FaceType FaceType;
|
||||
template <class BQ>
|
||||
class BitQuadOptimization{
|
||||
|
||||
typedef typename BQ::MeshType MeshType;
|
||||
|
||||
typedef typename MeshType::ScalarType ScalarType;
|
||||
typedef typename MeshType::CoordType CoordType;
|
||||
typedef typename MeshType::FaceType FaceType;
|
||||
typedef typename MeshType::FaceType* FaceTypeP;
|
||||
typedef typename MeshType::VertexType VertexType;
|
||||
typedef typename MeshType::FaceIterator FaceIterator;
|
||||
typedef typename MeshType::VertexIterator VertexIterator;
|
||||
|
||||
//typedef BitQuad<MeshType> BQ; // static class to make basic quad operatins
|
||||
|
||||
public:
|
||||
|
||||
// helper function: mark a quadface, setting Q at 0, and neight at .75, 0.5...
|
||||
static void MarkFace(FaceType* f, MeshType &m){
|
||||
|
||||
for (FaceIterator fi = m.face.begin(); fi!=m.face.end(); fi++) if (!fi->IsD()) {
|
||||
fi->Q() = 1;
|
||||
}
|
||||
|
@ -22,11 +36,8 @@ void MarkFace(typename Mesh::FaceType* f, Mesh &m){
|
|||
}
|
||||
|
||||
// helper function: mark a quadface, setting Q at 0, and neight at .75, 0.5...
|
||||
template <class Mesh>
|
||||
void MarkVertex(typename Mesh::FaceType* f, int wedge, Mesh &m){
|
||||
typedef typename Mesh::FaceIterator FaceIterator;
|
||||
typedef typename Mesh::FaceType FaceType;
|
||||
typedef typename Mesh::VertexType VertexType;
|
||||
static void MarkVertex(FaceType* f, int wedge, MeshType &m){
|
||||
|
||||
VertexType *v = f->V(wedge);
|
||||
|
||||
for (FaceIterator fi = m.face.begin(); fi!=m.face.end(); fi++) if (!fi->IsD()) {
|
||||
|
@ -36,12 +47,8 @@ void MarkVertex(typename Mesh::FaceType* f, int wedge, Mesh &m){
|
|||
|
||||
}
|
||||
|
||||
template <class Mesh>
|
||||
bool MarkSmallestEdge(Mesh &m, bool perform)
|
||||
static bool MarkSmallestEdge(MeshType &m, bool perform)
|
||||
{
|
||||
typedef typename Mesh::FaceIterator FaceIterator;
|
||||
typedef typename Mesh::FaceType FaceType;
|
||||
typedef typename Mesh::ScalarType ScalarType;
|
||||
ScalarType min = std::numeric_limits<ScalarType>::max();
|
||||
|
||||
FaceType *fa=NULL; int w=0;
|
||||
|
@ -64,7 +71,7 @@ bool MarkSmallestEdge(Mesh &m, bool perform)
|
|||
}
|
||||
if (fa) {
|
||||
if (perform) {
|
||||
return CollapseQuadEdge(*fa,w,m);
|
||||
return BQ::CollapseEdge(*fa,w,m);
|
||||
} else {
|
||||
fa->Q()=0.0;
|
||||
fa->FFp(w)->Q()=0.0;
|
||||
|
@ -75,12 +82,8 @@ bool MarkSmallestEdge(Mesh &m, bool perform)
|
|||
}
|
||||
|
||||
// returns: 0 if fail. 1 if edge. 2 if diag.
|
||||
template <class Mesh>
|
||||
int MarkSmallestEdgeOrDiag(Mesh &m, typename Mesh::ScalarType edgeMult, bool perform)
|
||||
static int MarkSmallestEdgeOrDiag(MeshType &m, ScalarType edgeMult, bool perform)
|
||||
{
|
||||
typedef typename Mesh::FaceIterator FaceIterator;
|
||||
typedef typename Mesh::FaceType FaceType;
|
||||
typedef typename Mesh::ScalarType ScalarType;
|
||||
ScalarType min = std::numeric_limits<ScalarType>::max();
|
||||
|
||||
FaceType *fa=NULL; int w=0; bool counterDiag = false;
|
||||
|
@ -104,7 +107,7 @@ int MarkSmallestEdgeOrDiag(Mesh &m, typename Mesh::ScalarType edgeMult, bool per
|
|||
}
|
||||
|
||||
if (f->IsF(k)) { // for diag faces, test counterdiag too
|
||||
score = CounterDiag(f).Norm();
|
||||
score = BQ::CounterDiag(f).Norm();
|
||||
if (score<min) {
|
||||
min=score;
|
||||
fa = f;
|
||||
|
@ -120,12 +123,12 @@ int MarkSmallestEdgeOrDiag(Mesh &m, typename Mesh::ScalarType edgeMult, bool per
|
|||
if (perform) {
|
||||
if (fa->IsF(w)) {
|
||||
if (counterDiag) {
|
||||
CollapseQuadCounterDiag(*fa, PosOnDiag(*fa,true), m ); return 2;
|
||||
BQ::CollapseCounterDiag(*fa, BQ::PosOnDiag(*fa,true), m ); return 2;
|
||||
} else {
|
||||
CollapseQuadDiag(*fa, PosOnDiag(*fa,false), m ); return 2;
|
||||
BQ::CollapseDiag(*fa, BQ::PosOnDiag(*fa,false), m ); return 2;
|
||||
}
|
||||
} else {
|
||||
if (CollapseQuadEdge(*fa,w,m)) return 1;
|
||||
if (BQ::CollapseEdge(*fa,w,m)) return 1;
|
||||
}
|
||||
} else {
|
||||
fa->Q()=0.0;
|
||||
|
@ -137,12 +140,8 @@ int MarkSmallestEdgeOrDiag(Mesh &m, typename Mesh::ScalarType edgeMult, bool per
|
|||
}
|
||||
|
||||
|
||||
template <class Mesh>
|
||||
void MarkSmallestDiag(Mesh &m)
|
||||
static void MarkSmallestDiag(MeshType &m)
|
||||
{
|
||||
typedef typename Mesh::FaceIterator FaceIterator;
|
||||
typedef typename Mesh::FaceType FaceType;
|
||||
typedef typename Mesh::ScalarType ScalarType;
|
||||
ScalarType min = std::numeric_limits<ScalarType>::max();
|
||||
|
||||
FaceType *fa=NULL;
|
||||
|
@ -151,13 +150,13 @@ void MarkSmallestDiag(Mesh &m)
|
|||
|
||||
ScalarType score;
|
||||
|
||||
score = Diag(f).Norm();
|
||||
score = BQ::Diag(f).Norm();
|
||||
if (score<min) {
|
||||
min=score;
|
||||
fa = f;
|
||||
}
|
||||
|
||||
score = CounterDiag(f).Norm();
|
||||
score = BQ::CounterDiag(f).Norm();
|
||||
if (score<min) {
|
||||
min=score;
|
||||
fa = f;
|
||||
|
@ -166,16 +165,12 @@ void MarkSmallestDiag(Mesh &m)
|
|||
}
|
||||
if (fa) {
|
||||
fa->Q()=0.0;
|
||||
fa->FFp(FauxIndex(fa))->Q()=0.0;
|
||||
fa->FFp(BQ::FauxIndex(fa))->Q()=0.0;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
template <class Mesh>
|
||||
bool IdentifyAndCollapseSmallestDiag(Mesh &m){
|
||||
typedef typename Mesh::FaceIterator FaceIterator;
|
||||
typedef typename Mesh::FaceType FaceType;
|
||||
typedef typename Mesh::ScalarType ScalarType;
|
||||
static bool IdentifyAndCollapseSmallestDiag(MeshType &m){
|
||||
ScalarType min = std::numeric_limits<ScalarType>::max();
|
||||
|
||||
FaceType *fa=NULL; bool flip;
|
||||
|
@ -184,14 +179,14 @@ bool IdentifyAndCollapseSmallestDiag(Mesh &m){
|
|||
|
||||
ScalarType score;
|
||||
|
||||
score = Diag(f).Norm();
|
||||
score = BQ::Diag(f).Norm();
|
||||
if (score<min) {
|
||||
min=score;
|
||||
fa = f;
|
||||
flip = false;
|
||||
}
|
||||
|
||||
score = CounterDiag(f).Norm();
|
||||
score = BQ::CounterDiag(f).Norm();
|
||||
if (score<min) {
|
||||
min=score;
|
||||
fa = f;
|
||||
|
@ -201,22 +196,22 @@ bool IdentifyAndCollapseSmallestDiag(Mesh &m){
|
|||
}
|
||||
if (!fa) return false;
|
||||
|
||||
if (TestAndRemoveDoublet(*fa,0,m)) { return true; }
|
||||
if (TestAndRemoveDoublet(*fa,1,m)) { return true; }
|
||||
if (TestAndRemoveDoublet(*fa,2,m)) { return true; }
|
||||
int k = FauxIndex(fa);
|
||||
if (TestAndRemoveDoublet( *fa->FFp(k),(fa->FFi(k)+2)%3, m )) return true;
|
||||
if (BQ::TestAndRemoveDoublet(*fa,0,m)) { return true; }
|
||||
if (BQ::TestAndRemoveDoublet(*fa,1,m)) { return true; }
|
||||
if (BQ::TestAndRemoveDoublet(*fa,2,m)) { return true; }
|
||||
int k = BQ::FauxIndex(fa);
|
||||
if (BQ::TestAndRemoveDoublet( *fa->FFp(k),(fa->FFi(k)+2)%3, m )) return true;
|
||||
|
||||
if (flip) {
|
||||
if (!CheckFlipBitQuadDiag(*fa) ) {
|
||||
if (!BQ::CheckFlipDiag(*fa) ) {
|
||||
// I can't collapse (why?)
|
||||
MarkFace(fa,m);
|
||||
return false;
|
||||
} else
|
||||
CollapseQuadCounterDiag(*fa, PosOnDiag(*fa,true), m );
|
||||
BQ::CollapseCounterDiag(*fa, BQ::PosOnDiag(*fa,true), m );
|
||||
}
|
||||
else {
|
||||
CollapseQuadDiag(*fa, PosOnDiag(*fa,false), m );
|
||||
BQ::CollapseDiag(*fa, BQ::PosOnDiag(*fa,false), m );
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
@ -228,18 +223,15 @@ seeks and removes all doublets (a pair of quads sharing two consecutive edges)
|
|||
by merging them into a single quad (thus removing one vertex and two tri faces)-
|
||||
Returns number of removed Doublets
|
||||
*/
|
||||
template <class Mesh>
|
||||
int BitQuadRemoveDoublets(Mesh &m)
|
||||
static int RemoveDoublets(MeshType &m)
|
||||
{
|
||||
int res=0;
|
||||
typedef typename Mesh::FaceIterator FaceIterator;
|
||||
typedef typename Mesh::FaceType FaceType;
|
||||
for (FaceIterator fi = m.face.begin(); fi!=m.face.end(); fi++) if (!fi->IsD()) {
|
||||
fi->Q()=1;
|
||||
for (int k=0; k<3; k++) {
|
||||
if ( IsDoublet(*fi,k) ){
|
||||
if ( BQ::IsDoublet(*fi,k) ){
|
||||
res++;
|
||||
RemoveDoublet(*fi,k,m);
|
||||
BQ::RemoveDoublet(*fi,k,m);
|
||||
if (fi->IsD()) break; // break wedge circle, if face disappeard
|
||||
}
|
||||
}
|
||||
|
@ -251,14 +243,10 @@ int BitQuadRemoveDoublets(Mesh &m)
|
|||
marks (Quality=0) and approx. counts profitable vertex rotations
|
||||
(vertex rotations which make edge shorter
|
||||
*/
|
||||
template <class Mesh, bool perform>
|
||||
int BitQuadMarkVertexRotations(Mesh &m)
|
||||
template <bool perform>
|
||||
static int MarkVertexRotations(MeshType &m)
|
||||
{
|
||||
int res=0;
|
||||
typedef typename Mesh::VertexIterator VertexIterator;
|
||||
typedef typename Mesh::VertexType VertexType;
|
||||
typedef typename Mesh::FaceIterator FaceIterator;
|
||||
typedef typename Mesh::FaceType FaceType;
|
||||
for (VertexIterator vi = m.vert.begin(); vi!=m.vert.end(); vi++) if (!vi->IsD()) vi->ClearV();
|
||||
if (!perform)
|
||||
for (FaceIterator fi = m.face.begin(); fi!=m.face.end(); fi++) if (!fi->IsD()) fi->Q()=1.0;
|
||||
|
@ -267,14 +255,14 @@ int BitQuadMarkVertexRotations(Mesh &m)
|
|||
|
||||
for (int k=0; k<3; k++) {
|
||||
if (fi->V(k)->IsV()) continue;
|
||||
if (TestBitQuadVertexRotation(*fi,k)) {
|
||||
if (BQ::TestVertexRotation(*fi,k)) {
|
||||
res++;
|
||||
fi->V(k)->SetV();
|
||||
if (!perform) {
|
||||
res++; MarkVertex(&*fi, k, m); //fi->Q()=0;
|
||||
}
|
||||
else {
|
||||
if (RotateBitQuadVertex(*fi, k)) res++; //fi->Q()=0;
|
||||
if (BQ::RotateVertex(*fi, k)) res++; //fi->Q()=0;
|
||||
//if (res>1) return res; // uncomment for only one rotation
|
||||
}
|
||||
}
|
||||
|
@ -285,12 +273,10 @@ int BitQuadMarkVertexRotations(Mesh &m)
|
|||
|
||||
// mark (and count) all edges that are worth rotating
|
||||
// if perform == true, actually rotate them
|
||||
template <class Mesh, bool perform>
|
||||
int BitQuadMarkEdgeRotations(Mesh &m)
|
||||
template <bool perform>
|
||||
static int MarkEdgeRotations(MeshType &m)
|
||||
{
|
||||
int count = 0;
|
||||
typedef typename Mesh::FaceIterator FaceIterator;
|
||||
typedef typename Mesh::FaceType FaceType;
|
||||
|
||||
for (FaceIterator fi = m.face.begin(); fi!=m.face.end(); fi++) if (!fi->IsD()) fi->Q()=1;
|
||||
|
||||
|
@ -299,10 +285,10 @@ int BitQuadMarkEdgeRotations(Mesh &m)
|
|||
for (int k=0; k<3; k++) {
|
||||
if (fi->IsF(k)) continue;
|
||||
if (fi->FFp(k)<= &*fi) continue; // only once per real (non faux) edge, and only for non border ones
|
||||
int best = TestBitQuadEdgeRotation(*fi, k);
|
||||
int best = BQ::TestEdgeRotation(*fi, k);
|
||||
if (perform) {
|
||||
if (best==+1) if (RotateBitQuadEdge<FaceType, true>(*fi, k)) count++;
|
||||
if (best==-1) if (RotateBitQuadEdge<FaceType,false>(*fi, k)) count++;
|
||||
if (best==+1) if (BQ::template RotateEdge< true>(*fi, k)) count++;
|
||||
if (best==-1) if (BQ::template RotateEdge<false>(*fi, k)) count++;
|
||||
}
|
||||
else {
|
||||
if (best!=0) { fi->Q()=0; fi->FFp(k)->Q()=0; count++; }
|
||||
|
@ -316,16 +302,13 @@ int BitQuadMarkEdgeRotations(Mesh &m)
|
|||
/*
|
||||
marks (Quality=0) and approx. counts doublets (a pair of quads sharing two consecutive edges)
|
||||
*/
|
||||
template <class Mesh>
|
||||
int BitQuadMarkDoublets(Mesh &m)
|
||||
static int MarkDoublets(MeshType &m)
|
||||
{
|
||||
int res=0;
|
||||
typedef typename Mesh::FaceIterator FaceIterator;
|
||||
typedef typename Mesh::FaceType FaceType;
|
||||
for (FaceIterator fi = m.face.begin(); fi!=m.face.end(); fi++) if (!fi->IsD()) {
|
||||
fi->Q()=1;
|
||||
for (int k=0; k<3; k++) {
|
||||
if ( IsDoublet(*fi,k) ){
|
||||
if ( BQ::IsDoublet(*fi,k) ){
|
||||
res++;
|
||||
if (fi->IsF((k+1)%3)) res++; // counts for a quad
|
||||
fi->Q()=0;
|
||||
|
@ -339,16 +322,13 @@ int BitQuadMarkDoublets(Mesh &m)
|
|||
/*
|
||||
marks (Quality=0) and counts singlets (vertex B in an A-B-A-C quad)
|
||||
*/
|
||||
template <class Mesh>
|
||||
int BitQuadMarkSinglets(Mesh &m)
|
||||
static int MarkSinglets(MeshType &m)
|
||||
{
|
||||
int res=0;
|
||||
typedef typename Mesh::FaceIterator FaceIterator;
|
||||
typedef typename Mesh::FaceType FaceType;
|
||||
for (FaceIterator fi = m.face.begin(); fi!=m.face.end(); fi++) if (!fi->IsD()) {
|
||||
fi->Q()=1;
|
||||
for (int k=0; k<3; k++) {
|
||||
if ( IsSinglet(*fi,k) ){
|
||||
if ( BQ::IsSinglet(*fi,k) ){
|
||||
res++;
|
||||
fi->Q()=0;
|
||||
}
|
||||
|
@ -361,17 +341,14 @@ int BitQuadMarkSinglets(Mesh &m)
|
|||
/*
|
||||
deletes singlets, reutrns number of
|
||||
*/
|
||||
template <class Mesh>
|
||||
int BitQuadRemoveSinglets(Mesh &m)
|
||||
static int RemoveSinglets(MeshType &m)
|
||||
{
|
||||
int res=0;
|
||||
typedef typename Mesh::FaceIterator FaceIterator;
|
||||
typedef typename Mesh::FaceType FaceType;
|
||||
for (FaceIterator fi = m.face.begin(); fi!=m.face.end(); fi++) if (!fi->IsD()) {
|
||||
for (int k=0; k<3; k++) {
|
||||
if ( IsSinglet(*fi,k) ){
|
||||
if ( BQ::IsSinglet(*fi,k) ){
|
||||
res++;
|
||||
RemoveSinglet(*fi,k,m);
|
||||
BQ::RemoveSinglet(*fi,k,m);
|
||||
return res;
|
||||
break;
|
||||
}
|
||||
|
@ -383,19 +360,17 @@ int BitQuadRemoveSinglets(Mesh &m)
|
|||
|
||||
/* returns average quad quality, and assigns it to triangle quality
|
||||
*/
|
||||
template <class Mesh>
|
||||
typename Mesh::ScalarType MeasureBitQuadQuality(Mesh &m)
|
||||
static ScalarType MeasureQuality(MeshType &m)
|
||||
{
|
||||
assert(Mesh::HasPerFaceFlags());
|
||||
typename Mesh::ScalarType res = 0;
|
||||
assert(MeshType::HasPerFaceFlags());
|
||||
ScalarType res = 0;
|
||||
int div = 0;
|
||||
typedef typename Mesh::FaceIterator FaceIterator;
|
||||
for (FaceIterator fi = m.face.begin(); fi!=m.face.end(); fi++) if (!fi->IsD()) {
|
||||
if (fi->IsAnyF()) {
|
||||
|
||||
typename Mesh::ScalarType q = quadQuality( &*fi, FauxIndex(&*fi) );
|
||||
ScalarType q = BQ::quadQuality( &*fi, BQ::FauxIndex(&*fi) );
|
||||
|
||||
if (Mesh::HasPerFaceQuality()) fi->Q() = q;
|
||||
if (MeshType::HasPerFaceQuality()) fi->Q() = q;
|
||||
res += q;
|
||||
div++;
|
||||
}
|
||||
|
@ -403,4 +378,5 @@ typename Mesh::ScalarType MeasureBitQuadQuality(Mesh &m)
|
|||
if (!div) return 0; else return res / div;
|
||||
}
|
||||
|
||||
};
|
||||
}} // end namespace vcg::tri
|
||||
|
|
|
@ -10,23 +10,23 @@
|
|||
|
||||
[ basic operations: ]
|
||||
|
||||
bool IsDoublet(const Face& f, int wedge)
|
||||
void RemoveDoublet(Face &f, int wedge, Mesh& m)
|
||||
bool IsDoublet(const FaceType& f, int wedge)
|
||||
void RemoveDoublet(FaceType &f, int wedge, MeshType& m)
|
||||
- identifies and removed "Doublets" (pair of quads sharing two consecutive edges)
|
||||
|
||||
bool IsSinglet(const Face& f, int wedge)
|
||||
void RemoveSinglet(Face &f, int wedge, Mesh& m)
|
||||
bool IsSinglet(const FaceType& f, int wedge)
|
||||
void RemoveSinglet(FaceType &f, int wedge, MeshType& m)
|
||||
|
||||
void FlipBitQuadDiag(Face &f)
|
||||
void FlipDiag(FaceType &f)
|
||||
- rotates the faux edge of a quad (quad only change internally)
|
||||
|
||||
bool RotateBitQuadEdge(Face& f, int w0a);
|
||||
bool RotateEdge(FaceType& f, int w0a);
|
||||
- rotate a quad edge (clockwise or counterclockwise, specified via template)
|
||||
|
||||
bool RotateBitQuadVertex(FaceType &f, int w0)
|
||||
bool RotateVertex(FaceType &f, int w0)
|
||||
- rotate around a quad vertex ("wind-mill" operation)
|
||||
|
||||
void CollapseQuadDiag(Face &f, ... p , Mesh& m)
|
||||
void CollapseDiag(FaceType &f, ... p , MeshType& m)
|
||||
- collapses a quad on its diagonal.
|
||||
- p identifies the pos of collapsed point
|
||||
(as either the parametric pos on the diagonal, or a fresh coordtype)
|
||||
|
@ -39,10 +39,10 @@
|
|||
- (should be made into a template parameter for methods using it)
|
||||
- currently measures how squared each angle is
|
||||
|
||||
int FauxIndex(const Face* f);
|
||||
int FauxIndex(const FaceType* f);
|
||||
- returns index of the only faux edge of a quad (otherwise, assert)
|
||||
|
||||
int CountBitPolygonInternalValency(const Face& f, int wedge)
|
||||
int CountBitPolygonInternalValency(const FaceType& f, int wedge)
|
||||
- returns valency of vertex in terms of polygons (quads, tris...)
|
||||
|
||||
|
||||
|
@ -55,134 +55,59 @@
|
|||
|
||||
namespace vcg{namespace tri{
|
||||
|
||||
// helper function:
|
||||
// cos of angle abc. This should probably go elsewhere
|
||||
template<class CoordType>
|
||||
static typename CoordType::ScalarType Cos(const CoordType &a, const CoordType &b, const CoordType &c )
|
||||
{
|
||||
CoordType
|
||||
e0 = b - a,
|
||||
e1 = b - c;
|
||||
typename CoordType::ScalarType d = (e0.Norm()*e1.Norm());
|
||||
if (d==0) return 0.0;
|
||||
return (e0*e1)/d;
|
||||
}
|
||||
|
||||
// helper function:
|
||||
// returns quality of a quad formed by points a,b,c,d
|
||||
// quality is computed as "how squared angles are"
|
||||
template <class Coord>
|
||||
inline static typename Coord::ScalarType quadQuality(const Coord &a, const Coord &b, const Coord &c, const Coord &d){
|
||||
typename Coord::ScalarType score = 0;
|
||||
score += 1 - math::Abs( Cos( a,b,c) );
|
||||
score += 1 - math::Abs( Cos( b,c,d) );
|
||||
score += 1 - math::Abs( Cos( c,d,a) );
|
||||
score += 1 - math::Abs( Cos( d,a,b) );
|
||||
return score / 4;
|
||||
}
|
||||
|
||||
// helper function:
|
||||
// returns quality of a given (potential) quad
|
||||
template <class Face>
|
||||
static typename Face::ScalarType quadQuality(Face *f, int edge){
|
||||
|
||||
typedef typename Face::CoordType CoordType;
|
||||
|
||||
CoordType
|
||||
a = f->V0(edge)->P(),
|
||||
b = f->FFp(edge)->V2( f->FFi(edge) )->P(),
|
||||
c = f->V1(edge)->P(),
|
||||
d = f->V2(edge)->P();
|
||||
|
||||
return quadQuality(a,b,c,d);
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
helper function:
|
||||
given a quad edge, retruns:
|
||||
0 if that edge should not be rotated
|
||||
+1 if it should be rotated clockwise (+1)
|
||||
-1 if it should be rotated counterclockwise (-1)
|
||||
Currently an edge is rotated iff it is shortened by that rotations
|
||||
(shortcut criterion)
|
||||
*/
|
||||
template <class Face>
|
||||
int TestBitQuadEdgeRotation(const Face &f, int w0)
|
||||
{
|
||||
const Face *fa = &f;
|
||||
assert(! fa->IsF(w0) );
|
||||
typename Face::ScalarType q0,q1,q2;
|
||||
typename Face::CoordType v0,v1,v2,v3,v4,v5;
|
||||
int w1 = (w0+1)%3;
|
||||
int w2 = (w0+2)%3;
|
||||
|
||||
v0 = fa->P(w0);
|
||||
v3 = fa->P(w1);
|
||||
|
||||
if (fa->IsF(w2) ) {
|
||||
v1 = fa->cFFp(w2)->V2( fa->cFFi(w2) )->P();
|
||||
v2 = fa->P(w2);
|
||||
} else {
|
||||
v1 = fa->P(w2);
|
||||
v2 = fa->cFFp(w1)->V2( fa->cFFi(w1) )->P();
|
||||
/* simple geometric-interpolation mono-function class used
|
||||
as a default template parameter to BitQuad class */
|
||||
template <class VertexType>
|
||||
class GeometricInterpolator{
|
||||
public:
|
||||
typedef typename VertexType::ScalarType ScalarType;
|
||||
static void Apply( const VertexType &a, const VertexType &b, ScalarType t, VertexType &res){
|
||||
assert (&a != &b);
|
||||
res.P() = a.P()*(1-t) + b.P()*(t);
|
||||
}
|
||||
|
||||
const Face *fb = fa->cFFp(w0);
|
||||
w0 = fa->cFFi(w0);
|
||||
|
||||
w1 = (w0+1)%3;
|
||||
w2 = (w0+2)%3;
|
||||
if (fb->IsF(w2) ) {
|
||||
v4 = fb->cFFp(w2)->V2( fb->cFFi(w2) )->P();
|
||||
v5 = fb->P(w2);
|
||||
} else {
|
||||
v4 = fb->P(w2);
|
||||
v5 = fb->cFFp(w1)->V2( fb->cFFi(w1) )->P();
|
||||
}
|
||||
|
||||
/*
|
||||
// max overall quality criterion:
|
||||
q0 = quadQuality(v0,v1,v2,v3) + quadQuality(v3,v4,v5,v0); // keep as is?
|
||||
q1 = quadQuality(v1,v2,v3,v4) + quadQuality(v4,v5,v0,v1); // rotate CW?
|
||||
q2 = quadQuality(v5,v0,v1,v2) + quadQuality(v2,v3,v4,v5); // rotate CCW?
|
||||
|
||||
if (q0>=q1 && q0>=q2) return 0;
|
||||
if (q1>=q2) return 1;*/
|
||||
|
||||
// min distance (shortcut criterion)
|
||||
q0 = (v0 - v3).SquaredNorm();
|
||||
q1 = (v1 - v4).SquaredNorm();
|
||||
q2 = (v5 - v2).SquaredNorm();
|
||||
if (q0<=q1 && q0<=q2) return 0;
|
||||
if (q1<=q2) return 1;
|
||||
return -1;
|
||||
}
|
||||
};
|
||||
|
||||
template <
|
||||
// first template parameter: the tri mesh (with face-edges flagged)
|
||||
class _MeshType,
|
||||
// second template parameter: used to define interpolations between points
|
||||
class Interpolator = GeometricInterpolator<typename _MeshType::VertexType>
|
||||
>
|
||||
class BitQuad{
|
||||
public:
|
||||
|
||||
typedef _MeshType MeshType;
|
||||
typedef typename MeshType::ScalarType ScalarType;
|
||||
typedef typename MeshType::CoordType CoordType;
|
||||
typedef typename MeshType::FaceType FaceType;
|
||||
typedef typename MeshType::FaceType* FaceTypeP;
|
||||
typedef typename MeshType::VertexType VertexType;
|
||||
typedef typename MeshType::FaceIterator FaceIterator;
|
||||
typedef typename MeshType::VertexIterator VertexIterator;
|
||||
|
||||
|
||||
|
||||
template <class Face, bool verse>
|
||||
bool RotateBitQuadEdge(Face& f, int w0a){
|
||||
Face *fa = &f;
|
||||
template <bool verse>
|
||||
static bool RotateEdge(FaceType& f, int w0a){
|
||||
FaceType *fa = &f;
|
||||
assert(! fa->IsF(w0a) );
|
||||
|
||||
typename Face::VertexType *v0, *v1;
|
||||
VertexType *v0, *v1;
|
||||
v0= fa->V0(w0a);
|
||||
v1= fa->V1(w0a);
|
||||
|
||||
int w1a = (w0a+1)%3;
|
||||
int w2a = (w0a+2)%3;
|
||||
|
||||
Face *fb = fa->FFp(w0a);
|
||||
FaceType *fb = fa->FFp(w0a);
|
||||
int w0b = fa->FFi(w0a);
|
||||
int w1b = (w0b+1)%3;
|
||||
int w2b = (w0b+2)%3;
|
||||
|
||||
if (fa->IsF(w2a) == verse) {
|
||||
if (!CheckFlipBitQuadDiag(*fa)) return false;
|
||||
FlipBitQuadDiag(*fa);
|
||||
if (!CheckFlipDiag(*fa)) return false;
|
||||
FlipDiag(*fa);
|
||||
// recover edge index, so that (f, w0a) identifies the same edge as before
|
||||
Face *fc = fa->FFp(FauxIndex(fa));
|
||||
FaceType *fc = fa->FFp(FauxIndex(fa));
|
||||
for (int i=0; i<3; i++){
|
||||
if ( v0==fa->V0(i) && v1==fa->V1(i) ) w0a = i;
|
||||
if ( v0==fc->V0(i) && v1==fc->V1(i) ) { fa = fc; w0a = i; }
|
||||
|
@ -190,20 +115,19 @@ bool RotateBitQuadEdge(Face& f, int w0a){
|
|||
}
|
||||
|
||||
if (fb->IsF(w2b) == verse) {
|
||||
if (!CheckFlipBitQuadDiag(*fb)) return false;
|
||||
FlipBitQuadDiag(*fb);
|
||||
if (!CheckFlipDiag(*fb)) return false;
|
||||
FlipDiag(*fb);
|
||||
}
|
||||
|
||||
if (!CheckFlipEdge(*fa,w0a)) return false;
|
||||
FlipBitQuadEdge(*fa,w0a);
|
||||
FlipEdge(*fa,w0a);
|
||||
return true;
|
||||
}
|
||||
|
||||
/* small helper function which returns the index of the only
|
||||
faux index, assuming there is exactly one (asserts out otherwise)
|
||||
*/
|
||||
template <class Face>
|
||||
int FauxIndex(const Face* f){
|
||||
static int FauxIndex(const FaceType* f){
|
||||
if (f->IsF(0)) return 0;
|
||||
if (f->IsF(1)) return 1;
|
||||
assert(f->IsF(2));
|
||||
|
@ -211,11 +135,10 @@ int FauxIndex(const Face* f){
|
|||
}
|
||||
|
||||
// rotates the diagonal of a quad
|
||||
template <class Face>
|
||||
void FlipBitQuadDiag(Face &f){
|
||||
static void FlipDiag(FaceType &f){
|
||||
int faux = FauxIndex(&f);
|
||||
Face* fa = &f;
|
||||
Face* fb = f.FFp(faux);
|
||||
FaceType* fa = &f;
|
||||
FaceType* fb = f.FFp(faux);
|
||||
vcg::face::FlipEdge(f, faux);
|
||||
// ripristinate faux flags
|
||||
fb->ClearAllF();
|
||||
|
@ -230,11 +153,9 @@ void FlipBitQuadDiag(Face &f){
|
|||
// given a vertex (i.e. a face and a wedge),
|
||||
// this function tells us how the average edge lenght around a vertex would change
|
||||
// if that vertex is rotated
|
||||
template <class Face>
|
||||
typename Face::ScalarType AvgBitQuadEdgeLenghtVariationIfVertexRotated(const Face &f, int w0)
|
||||
static ScalarType AvgEdgeLenghtVariationIfVertexRotated(const FaceType &f, int w0)
|
||||
{
|
||||
assert(!f.IsD());
|
||||
typedef typename Face::ScalarType ScalarType;
|
||||
|
||||
ScalarType
|
||||
before=0, // sum of quad edges (originating from v)
|
||||
|
@ -242,7 +163,7 @@ typename Face::ScalarType AvgBitQuadEdgeLenghtVariationIfVertexRotated(const Fac
|
|||
int guard = 0;
|
||||
|
||||
// rotate arond vertex
|
||||
const Face* pf = &f;
|
||||
const FaceType* pf = &f;
|
||||
int pi = w0;
|
||||
int n = 0; // vertex valency
|
||||
int na = 0;
|
||||
|
@ -252,11 +173,11 @@ typename Face::ScalarType AvgBitQuadEdgeLenghtVariationIfVertexRotated(const Fac
|
|||
else { before+= triEdge; n++; }
|
||||
if ( pf->IsF((pi+1)%3)) { after += CounterDiag( pf ).Norm(); na++; }
|
||||
|
||||
const Face *t = pf;
|
||||
const FaceType *t = pf;
|
||||
t = pf->FFp( pi );
|
||||
if (pf == t ) return std::numeric_limits<ScalarType>::max(); // it's a mesh border! flee!
|
||||
pi = pf->cFFi( pi );
|
||||
pi = (pi+1)%3; // Face::Next( pf->FFi( pi ) );
|
||||
pi = (pi+1)%3; // FaceType::Next( pf->FFi( pi ) );
|
||||
pf = t;
|
||||
assert(guard++<100);
|
||||
} while (pf != &f);
|
||||
|
@ -265,17 +186,17 @@ typename Face::ScalarType AvgBitQuadEdgeLenghtVariationIfVertexRotated(const Fac
|
|||
}
|
||||
|
||||
/*
|
||||
const Face* pf = &f;
|
||||
const FaceType* pf = &f;
|
||||
int pi = wedge;
|
||||
int res = 0, guard=0;
|
||||
do {
|
||||
if (!pf->IsAnyF()) return false; // there's a triangle!
|
||||
if (!pf->IsF(pi)) res++;
|
||||
const Face *t = pf;
|
||||
const FaceType *t = pf;
|
||||
t = pf->FFp( pi );
|
||||
if (pf == t ) return false;
|
||||
pi = pf->cFFi( pi );
|
||||
pi = (pi+1)%3; // Face::Next( pf->FFi( pi ) );
|
||||
pi = (pi+1)%3; // FaceType::Next( pf->FFi( pi ) );
|
||||
pf = t;
|
||||
assert(guard++<100);
|
||||
} while (pf != &f);
|
||||
|
@ -284,19 +205,16 @@ typename Face::ScalarType AvgBitQuadEdgeLenghtVariationIfVertexRotated(const Fac
|
|||
// given a vertex (i.e. a face and a wedge),
|
||||
// this function tells us if it should be rotated or not
|
||||
// (currently, we should iff it is shortened)
|
||||
template <class Face>
|
||||
bool TestBitQuadVertexRotation(const Face &f, int w0)
|
||||
static bool TestVertexRotation(const FaceType &f, int w0)
|
||||
{
|
||||
assert(!f.IsD());
|
||||
// rotate quad IFF this way edges become shorter:
|
||||
return AvgBitQuadEdgeLenghtVariationIfVertexRotated(f,w0)<0;
|
||||
return AvgEdgeLenghtVariationIfVertexRotated(f,w0)<0;
|
||||
}
|
||||
|
||||
|
||||
template <class FaceType>
|
||||
bool RotateBitQuadVertex(FaceType &f, int w0)
|
||||
static bool RotateVertex(FaceType &f, int w0)
|
||||
{
|
||||
typedef typename FaceType::ScalarType ScalarType;
|
||||
|
||||
int guard = 0;
|
||||
|
||||
|
@ -330,8 +248,8 @@ bool RotateBitQuadVertex(FaceType &f, int w0)
|
|||
int tmp = (pf->FFi(pi)+1)%3; pf = pf->FFp(pi); pi = tmp; // flipF
|
||||
|
||||
if (mustFlip) {
|
||||
if (!CheckFlipBitQuadDiag(*lastF)) return false; // cannot flip??
|
||||
FlipBitQuadDiag(*lastF);
|
||||
if (!CheckFlipDiag(*lastF)) return false; // cannot flip??
|
||||
FlipDiag(*lastF);
|
||||
}
|
||||
|
||||
} while (pf != stopA && pf!= stopB);
|
||||
|
@ -354,16 +272,15 @@ bool RotateBitQuadVertex(FaceType &f, int w0)
|
|||
|
||||
|
||||
// flips the faux edge of a quad
|
||||
template <class Face>
|
||||
void FlipBitQuadEdge(Face &f, int k){
|
||||
static void FlipEdge(FaceType &f, int k){
|
||||
assert(!f.IsF(k));
|
||||
Face* fa = &f;
|
||||
Face* fb = f.FFp(k);
|
||||
FaceType* fa = &f;
|
||||
FaceType* fb = f.FFp(k);
|
||||
assert(fa!=fb); // else, rotating a border edge
|
||||
|
||||
// backup prev other-quads-halves
|
||||
Face* fa2 = fa->FFp( FauxIndex(fa) );
|
||||
Face* fb2 = fb->FFp( FauxIndex(fb) );
|
||||
FaceType* fa2 = fa->FFp( FauxIndex(fa) );
|
||||
FaceType* fb2 = fb->FFp( FauxIndex(fb) );
|
||||
|
||||
vcg::face::FlipEdge(*fa, k);
|
||||
|
||||
|
@ -379,22 +296,19 @@ void FlipBitQuadEdge(Face &f, int k){
|
|||
}
|
||||
|
||||
// check if a quad diagonal can be topologically flipped
|
||||
template <class Face>
|
||||
bool CheckFlipBitQuadDiag(Face &f){
|
||||
static bool CheckFlipDiag(FaceType &f){
|
||||
return (vcg::face::CheckFlipEdge(f, FauxIndex(&f) ) );
|
||||
}
|
||||
|
||||
// given a face (part of a quad), returns its diagonal
|
||||
template <class Face>
|
||||
typename Face::CoordType Diag(const Face* f){
|
||||
static CoordType Diag(const FaceType* f){
|
||||
int i = FauxIndex(f);
|
||||
return f->P1( i ) - f->P0( i );
|
||||
}
|
||||
|
||||
|
||||
// given a face (part of a quad), returns other diagonal
|
||||
template <class Face>
|
||||
typename Face::CoordType CounterDiag(const Face* f){
|
||||
static CoordType CounterDiag(const FaceType* f){
|
||||
int i = FauxIndex(f);
|
||||
return f->cP2( i ) - f->cFFp( i )->cP2(f->cFFi(i) ) ;
|
||||
}
|
||||
|
@ -402,22 +316,20 @@ typename Face::CoordType CounterDiag(const Face* f){
|
|||
/* helper function:
|
||||
collapses a single face along its faux edge.
|
||||
Updates FF adj of other edges. */
|
||||
template <class Mesh>
|
||||
void _CollapseQuadDiagHalf(typename Mesh::FaceType &f, int faux, Mesh& m)
|
||||
static void _CollapseDiagHalf(FaceType &f, int faux, MeshType& m)
|
||||
{
|
||||
typedef typename Mesh::FaceType Face;
|
||||
int faux1 = (faux+1)%3;
|
||||
int faux2 = (faux+2)%3;
|
||||
|
||||
Face* fA = f.FFp( faux1 );
|
||||
Face* fB = f.FFp( faux2 );
|
||||
FaceType* fA = f.FFp( faux1 );
|
||||
FaceType* fB = f.FFp( faux2 );
|
||||
int iA = f.FFi( faux1 );
|
||||
int iB = f.FFi( faux2 );
|
||||
|
||||
if (fA==&f && fB==&f) {
|
||||
// both non-faux edges are borders: tri-face disappears, just remove the vertex
|
||||
if (DELETE_VERTICES)
|
||||
Allocator<Mesh>::DeleteVertex(m,*(f.V(faux2)));
|
||||
Allocator<MeshType>::DeleteVertex(m,*(f.V(faux2)));
|
||||
} else {
|
||||
if (fA==&f) {
|
||||
fB->FFp(iB) = fB; fB->FFi(iB) = iB;
|
||||
|
@ -432,15 +344,14 @@ void _CollapseQuadDiagHalf(typename Mesh::FaceType &f, int faux, Mesh& m)
|
|||
}
|
||||
}
|
||||
|
||||
Allocator<Mesh>::DeleteFace(m,f);
|
||||
Allocator<MeshType>::DeleteFace(m,f);
|
||||
|
||||
}
|
||||
|
||||
template <class Mesh>
|
||||
void RemoveDoublet(typename Mesh::FaceType &f, int wedge, Mesh& m){
|
||||
static void RemoveDoublet(FaceType &f, int wedge, MeshType& m){
|
||||
if (f.IsF((wedge+1)%3) ) {
|
||||
typename Mesh::VertexType *v = f.V(wedge);
|
||||
FlipBitQuadDiag(f);
|
||||
VertexType *v = f.V(wedge);
|
||||
FlipDiag(f);
|
||||
// quick hack: recover wedge index after flip
|
||||
if (f.V(0)==v) wedge = 0;
|
||||
else if (f.V(1)==v) wedge = 1;
|
||||
|
@ -449,15 +360,14 @@ void RemoveDoublet(typename Mesh::FaceType &f, int wedge, Mesh& m){
|
|||
wedge = 2;
|
||||
}
|
||||
}
|
||||
typename Mesh::ScalarType k=(f.IsF(wedge))?1:0;
|
||||
CollapseQuadDiag(f, k, m);
|
||||
typename Mesh::VertexType *v = f.V(wedge);
|
||||
ScalarType k=(f.IsF(wedge))?1:0;
|
||||
CollapseDiag(f, k, m);
|
||||
VertexType *v = f.V(wedge);
|
||||
}
|
||||
|
||||
template <class Mesh>
|
||||
void RemoveSinglet(typename Mesh::FaceType &f, int wedge, Mesh& m){
|
||||
typename Mesh::FaceType *fa, *fb; // these will die
|
||||
typename Mesh::FaceType *fc, *fd; // their former neight
|
||||
static void RemoveSinglet(FaceType &f, int wedge, MeshType& m){
|
||||
FaceType *fa, *fb; // these will die
|
||||
FaceType *fc, *fd; // their former neight
|
||||
fa = & f;
|
||||
fb = fa->FFp(wedge);
|
||||
int wa0 = wedge;
|
||||
|
@ -478,15 +388,14 @@ void RemoveSinglet(typename Mesh::FaceType &f, int wedge, Mesh& m){
|
|||
// faux status of survivors: unchanged
|
||||
assert( ! ( fc->IsF( wc) ) );
|
||||
assert( ! ( fd->IsF( wd) ) );
|
||||
Allocator<Mesh>::DeleteFace( m,*fa );
|
||||
Allocator<Mesh>::DeleteFace( m,*fb );
|
||||
Allocator<MeshType>::DeleteFace( m,*fa );
|
||||
Allocator<MeshType>::DeleteFace( m,*fb );
|
||||
if (DELETE_VERTICES)
|
||||
Allocator<Mesh>::DeleteVertex( m,*fa->V(wedge) );
|
||||
Allocator<MeshType>::DeleteVertex( m,*fa->V(wedge) );
|
||||
}
|
||||
|
||||
|
||||
template <class Mesh>
|
||||
bool TestAndRemoveDoublet(typename Mesh::FaceType &f, int wedge, Mesh& m){
|
||||
static bool TestAndRemoveDoublet(FaceType &f, int wedge, MeshType& m){
|
||||
if (IsDoublet(f,wedge)) {
|
||||
RemoveDoublet(f,wedge,m);
|
||||
return true;
|
||||
|
@ -494,32 +403,31 @@ bool TestAndRemoveDoublet(typename Mesh::FaceType &f, int wedge, Mesh& m){
|
|||
return false;
|
||||
}
|
||||
|
||||
template <class Mesh>
|
||||
bool TestAndRemoveSinglet(typename Mesh::FaceType &f, int wedge, Mesh& m){
|
||||
static bool TestAndRemoveSinglet(FaceType &f, int wedge, MeshType& m){
|
||||
if (IsSinglet(f,wedge)) {
|
||||
RemoveSinglet(f,wedge,m);
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
template <class Face, int verse>
|
||||
void RotateBitQuadEdge(const Face& f, int wedge){
|
||||
|
||||
template <int verse>
|
||||
static void RotateEdge(const FaceType& f, int wedge){
|
||||
}
|
||||
|
||||
// given a face and a wedge, counts its valency in terms of quads (and triangles)
|
||||
// uses only FF, assumes twomanyfold
|
||||
// returns -1 if border
|
||||
template <class Face>
|
||||
int CountBitPolygonInternalValency(const Face& f, int wedge){
|
||||
const Face* pf = &f;
|
||||
static int CountBitPolygonInternalValency(const FaceType& f, int wedge){
|
||||
const FaceType* pf = &f;
|
||||
int pi = wedge;
|
||||
int res = 0;
|
||||
do {
|
||||
if (!pf->IsF(pi)) res++;
|
||||
const Face *t = pf;
|
||||
const FaceType *t = pf;
|
||||
t = pf->FFp( pi );
|
||||
if (pf == t ) return -1;
|
||||
pi = (pi+1)%3; // Face::Next( pf->FFi( pi ) );
|
||||
pi = (pi+1)%3; // FaceType::Next( pf->FFi( pi ) );
|
||||
pf = t;
|
||||
} while (pf != &f);
|
||||
return res;
|
||||
|
@ -527,38 +435,36 @@ int CountBitPolygonInternalValency(const Face& f, int wedge){
|
|||
|
||||
// given a face and a wedge, returns if it host a doubet
|
||||
// assumes tri and quad only. uses FF topology only.
|
||||
template <class Face>
|
||||
bool IsDoublet(const Face& f, int wedge){
|
||||
const Face* pf = &f;
|
||||
static bool IsDoublet(const FaceType& f, int wedge){
|
||||
const FaceType* pf = &f;
|
||||
int pi = wedge;
|
||||
int res = 0, guard=0;
|
||||
do {
|
||||
if (!pf->IsAnyF()) return false; // there's a triangle!
|
||||
if (!pf->IsF(pi)) res++;
|
||||
const Face *t = pf;
|
||||
const FaceType *t = pf;
|
||||
t = pf->FFp( pi );
|
||||
if (pf == t ) return false;
|
||||
pi = pf->cFFi( pi );
|
||||
pi = (pi+1)%3; // Face::Next( pf->FFi( pi ) );
|
||||
pi = (pi+1)%3; // FaceType::Next( pf->FFi( pi ) );
|
||||
pf = t;
|
||||
assert(guard++<100);
|
||||
} while (pf != &f);
|
||||
return (res == 2);
|
||||
}
|
||||
|
||||
template <class Face>
|
||||
bool IsSinglet(const Face& f, int wedge){
|
||||
const Face* pf = &f;
|
||||
static bool IsSinglet(const FaceType& f, int wedge){
|
||||
const FaceType* pf = &f;
|
||||
int pi = wedge;
|
||||
int res = 0, guard=0;
|
||||
do {
|
||||
if (!pf->IsAnyF()) return false; // there's a triangle!
|
||||
if (!pf->IsF(pi)) res++;
|
||||
const Face *t = pf;
|
||||
const FaceType *t = pf;
|
||||
t = pf->FFp( pi );
|
||||
if (pf == t ) return false;
|
||||
pi = pf->cFFi( pi );
|
||||
pi = (pi+1)%3; // Face::Next( pf->FFi( pi ) );
|
||||
pi = (pi+1)%3; // FaceType::Next( pf->FFi( pi ) );
|
||||
pf = t;
|
||||
assert(guard++<100);
|
||||
} while (pf != &f);
|
||||
|
@ -566,32 +472,16 @@ bool IsSinglet(const Face& f, int wedge){
|
|||
}
|
||||
|
||||
|
||||
|
||||
/** collapses a quad diagonal a-b
|
||||
forming the new vertex in between the two old vertices.
|
||||
if k == 0, new vertex is in a
|
||||
if k == 1, new vertex is in b
|
||||
if k == 0.5, new vertex in the middle, etc
|
||||
*/
|
||||
template <class Mesh>
|
||||
void CollapseQuadDiag(typename Mesh::FaceType &f, typename Mesh::ScalarType k, Mesh& m){
|
||||
typename Mesh::CoordType p;
|
||||
int fauxa = FauxIndex(&f);
|
||||
p = f.V(fauxa)->P()*(1-k) + f.V( (fauxa+1)%3 )->P()*(k);
|
||||
CollapseQuadDiag(f,p,m);
|
||||
}
|
||||
|
||||
template <class Mesh>
|
||||
bool CollapseQuadEdgeDirect(typename Mesh::FaceType &f, int w0, Mesh& m){
|
||||
typename Mesh::FaceType * f0 = &f;
|
||||
static bool CollapseEdgeDirect(FaceType &f, int w0, MeshType& m){
|
||||
FaceType * f0 = &f;
|
||||
|
||||
assert( !f0->IsF(w0) );
|
||||
|
||||
typename Mesh::VertexType *v0, *v1;
|
||||
VertexType *v0, *v1;
|
||||
v0 = f0->V0(w0);
|
||||
v1 = f0->V1(w0);
|
||||
|
||||
if (!RotateBitQuadVertex(*f0,w0)) return false;
|
||||
if (!RotateVertex(*f0,w0)) return false;
|
||||
|
||||
|
||||
// quick hack: recover original wedge
|
||||
|
@ -603,13 +493,11 @@ bool CollapseQuadEdgeDirect(typename Mesh::FaceType &f, int w0, Mesh& m){
|
|||
assert( f0->V1(w0) == v1 );
|
||||
assert( f0->IsF(w0) );
|
||||
|
||||
CollapseQuadDiag(*f0,PosOnDiag(*f0,false), m);
|
||||
CollapseDiag(*f0,PosOnDiag(*f0,false), m);
|
||||
return true;
|
||||
}
|
||||
|
||||
template <class Mesh>
|
||||
bool CollapseQuadEdge(typename Mesh::FaceType &f, int w0, Mesh& m){
|
||||
typedef typename Mesh::FaceType * FaceTypeP;
|
||||
static bool CollapseEdge(FaceType &f, int w0, MeshType& m){
|
||||
FaceTypeP f0 = &f;
|
||||
|
||||
assert(!f0->IsF(w0)); // don't use this to collapse diag.
|
||||
|
@ -621,39 +509,69 @@ bool CollapseQuadEdge(typename Mesh::FaceType &f, int w0, Mesh& m){
|
|||
|
||||
// choose: rotate around V0 or around V1?
|
||||
if (
|
||||
AvgBitQuadEdgeLenghtVariationIfVertexRotated(*f0,w0)
|
||||
AvgEdgeLenghtVariationIfVertexRotated(*f0,w0)
|
||||
<
|
||||
AvgBitQuadEdgeLenghtVariationIfVertexRotated(*f1,w1)
|
||||
) return CollapseQuadEdgeDirect(*f0,w0,m);
|
||||
else return CollapseQuadEdgeDirect(*f1,w1,m);
|
||||
AvgEdgeLenghtVariationIfVertexRotated(*f1,w1)
|
||||
) return CollapseEdgeDirect(*f0,w0,m);
|
||||
else return CollapseEdgeDirect(*f1,w1,m);
|
||||
}
|
||||
|
||||
|
||||
template <class Mesh>
|
||||
void CollapseQuadDiag(typename Mesh::FaceType &f, const typename Mesh::CoordType &p, Mesh& m){
|
||||
|
||||
/** collapses a quad diagonal a-b
|
||||
forming the new vertex in between the two old vertices.
|
||||
if k == 0, new vertex is in a
|
||||
if k == 1, new vertex is in b
|
||||
if k == 0.5, new vertex in the middle, etc
|
||||
*/
|
||||
|
||||
static void CollapseCounterDiag(FaceType &f, ScalarType interpol, MeshType& m){
|
||||
//CoordType p;
|
||||
//int fauxa = FauxIndex(&f);
|
||||
//p = f.V(fauxa)->P()*(1-k) + f.V( (fauxa+1)%3 )->P()*(k);
|
||||
|
||||
typedef typename Mesh::FaceType Face;
|
||||
typedef typename Mesh::VertexType Vert;
|
||||
|
||||
Face* fa = &f;
|
||||
FlipDiag(f);
|
||||
CollapseDiag(f,interpol,m);
|
||||
}
|
||||
|
||||
/*
|
||||
static void CollapseCounterDiag(FaceType &f, ScalarType k, MeshType& m){
|
||||
CoordType p;
|
||||
int fauxa = FauxIndex(&f);
|
||||
p = f.P2(fauxa)*(1-k) + f.FFp( fauxa )->P2( f.FFi( fauxa ) )*(k);
|
||||
CollapseCounterDiag(f,p,m);
|
||||
}
|
||||
*/
|
||||
|
||||
//static void CollapseCounterDiag(FaceType &f, const CoordType &p, MeshType& m){
|
||||
// FlipDiag(f);
|
||||
// CollapseDiag(f,p,m);
|
||||
//}
|
||||
|
||||
|
||||
static void CollapseDiag(FaceType &f, ScalarType interpol, MeshType& m){
|
||||
|
||||
FaceType* fa = &f;
|
||||
int fauxa = FauxIndex(fa);
|
||||
Face* fb = fa->FFp(fauxa);
|
||||
FaceType* fb = fa->FFp(fauxa);
|
||||
assert (fb!=fa);
|
||||
int fauxb = FauxIndex(fb);
|
||||
|
||||
Vert* va = fa->V(fauxa); // va lives
|
||||
Vert* vb = fb->V(fauxb); // vb dies
|
||||
VertexType* va = fa->V(fauxa); // va lives
|
||||
VertexType* vb = fb->V(fauxb); // vb dies
|
||||
|
||||
Interpolator::Apply( *(f.V0(fauxa)), *(f.V1(fauxa)), interpol, *va);
|
||||
|
||||
// update FV...
|
||||
bool border = false;
|
||||
int pi = fauxb;
|
||||
Face* pf = fb; /* pf, pi could be a Pos<Face> p(pf, pi) */
|
||||
FaceType* pf = fb; /* pf, pi could be a Pos<FaceType> p(pf, pi) */
|
||||
// rotate around vb, (same-sense-as-face)-wise
|
||||
do {
|
||||
pf->V(pi) = va;
|
||||
|
||||
pi=(pi+2)%3;
|
||||
Face *t = pf->FFp(pi);
|
||||
FaceType *t = pf->FFp(pi);
|
||||
if (t==pf) { border= true; break; }
|
||||
pi = pf->FFi(pi);
|
||||
pf = t;
|
||||
|
@ -662,11 +580,11 @@ void CollapseQuadDiag(typename Mesh::FaceType &f, const typename Mesh::CoordType
|
|||
// rotate around va, (counter-sense-as-face)-wise
|
||||
if (border) {
|
||||
int pi = fauxa;
|
||||
Face* pf = fa; /* pf, pi could be a Pos<Face> p(pf, pi) */
|
||||
FaceType* pf = fa; /* pf, pi could be a Pos<FaceType> p(pf, pi) */
|
||||
do {
|
||||
pi=(pi+1)%3;
|
||||
pf->V(pi) = va;
|
||||
Face *t = pf->FFp(pi);
|
||||
FaceType *t = pf->FFp(pi);
|
||||
if (t==pf) break;
|
||||
pi = pf->FFi(pi);
|
||||
pf = t;
|
||||
|
@ -674,39 +592,32 @@ void CollapseQuadDiag(typename Mesh::FaceType &f, const typename Mesh::CoordType
|
|||
}
|
||||
|
||||
// update FF, delete faces
|
||||
_CollapseQuadDiagHalf(*fb, fauxb, m);
|
||||
_CollapseQuadDiagHalf(*fa, fauxa, m);
|
||||
_CollapseDiagHalf(*fb, fauxb, m);
|
||||
_CollapseDiagHalf(*fa, fauxa, m);
|
||||
|
||||
if (DELETE_VERTICES) Allocator<Mesh>::DeleteVertex(m,*vb);
|
||||
va->P() = p;
|
||||
if (DELETE_VERTICES) Allocator<MeshType>::DeleteVertex(m,*vb);
|
||||
|
||||
|
||||
|
||||
// for diagonals
|
||||
|
||||
// for counterdiagonals
|
||||
//Inpterpolator::Apply( *(f.V2(fauxa)), *(f.FFp( fauxa )->V2(fauxa)), interpol, va);
|
||||
//va->P() = p;
|
||||
}
|
||||
|
||||
|
||||
template <class Mesh>
|
||||
void CollapseQuadCounterDiag(typename Mesh::FaceType &f, typename Mesh::ScalarType k, Mesh& m){
|
||||
typename Mesh::CoordType p;
|
||||
int fauxa = FauxIndex(&f);
|
||||
p = f.P2(fauxa)*(1-k) + f.FFp( fauxa )->P2( f.FFi( fauxa ) )*(k);
|
||||
CollapseQuadCounterDiag(f,p,m);
|
||||
}
|
||||
|
||||
template <class Mesh>
|
||||
void CollapseQuadCounterDiag(typename Mesh::FaceType &f, const typename Mesh::CoordType &p, Mesh& m){
|
||||
FlipBitQuadDiag(f);
|
||||
CollapseQuadDiag(f,p,m);
|
||||
}
|
||||
|
||||
|
||||
// helper function: find a good position on a diag to collapse a point
|
||||
// currently, it is point in the middle,
|
||||
// unless a mixed border-non border edge is collapsed, then it is an exreme
|
||||
template <class Face>
|
||||
typename Face::ScalarType PosOnDiag(const Face& f, bool counterDiag){
|
||||
static ScalarType PosOnDiag(const FaceType& f, bool counterDiag){
|
||||
bool b0, b1, b2, b3; // which side of the quads are border
|
||||
|
||||
const Face* fa=&f;
|
||||
const FaceType* fa=&f;
|
||||
int ia = FauxIndex(fa);
|
||||
const Face* fb=fa->cFFp(ia);
|
||||
const FaceType* fb=fa->cFFp(ia);
|
||||
int ib = fa->cFFi(ia);
|
||||
|
||||
b0 = fa->FFp((ia+1)%3) == fa;
|
||||
|
@ -715,8 +626,8 @@ typename Face::ScalarType PosOnDiag(const Face& f, bool counterDiag){
|
|||
b3 = fb->FFp((ib+2)%3) == fb;
|
||||
|
||||
if (counterDiag) {
|
||||
if ( (b0||b1) && !(b2||b3) ) return 0;
|
||||
if ( !(b0||b1) && (b2||b3) ) return 1;
|
||||
if ( (b0||b1) && !(b2||b3) ) return 1;
|
||||
if ( !(b0||b1) && (b2||b3) ) return 0;
|
||||
} else {
|
||||
if ( (b1||b2) && !(b3||b0) ) return 0;
|
||||
if ( !(b1||b2) && (b3||b0) ) return 1;
|
||||
|
@ -725,10 +636,7 @@ typename Face::ScalarType PosOnDiag(const Face& f, bool counterDiag){
|
|||
return 0.5f;
|
||||
}
|
||||
|
||||
template <class Mesh>
|
||||
void UpdateQualityAsBitQuadValency(Mesh& m){
|
||||
typedef typename Mesh::FaceIterator FaceIterator;
|
||||
typedef typename Mesh::VertexIterator VertexIterator;
|
||||
static void UpdateQualityAsValency(MeshType& m){
|
||||
for (VertexIterator vi = m.vert.begin(); vi!=m.vert.end(); vi++) if (!vi->IsD()) {
|
||||
vi->Q() = 0;
|
||||
}
|
||||
|
@ -739,4 +647,106 @@ void UpdateQualityAsBitQuadValency(Mesh& m){
|
|||
}
|
||||
}
|
||||
|
||||
private:
|
||||
|
||||
// helper function:
|
||||
// cos of angle abc. This should probably go elsewhere
|
||||
static ScalarType Cos(const CoordType &a, const CoordType &b, const CoordType &c )
|
||||
{
|
||||
CoordType
|
||||
e0 = b - a,
|
||||
e1 = b - c;
|
||||
ScalarType d = (e0.Norm()*e1.Norm());
|
||||
if (d==0) return 0.0;
|
||||
return (e0*e1)/d;
|
||||
}
|
||||
|
||||
// helper function:
|
||||
// returns quality of a quad formed by points a,b,c,d
|
||||
// quality is computed as "how squared angles are"
|
||||
static ScalarType quadQuality(const CoordType &a, const CoordType &b, const CoordType &c, const CoordType &d){
|
||||
ScalarType score = 0;
|
||||
score += 1 - math::Abs( Cos( a,b,c) );
|
||||
score += 1 - math::Abs( Cos( b,c,d) );
|
||||
score += 1 - math::Abs( Cos( c,d,a) );
|
||||
score += 1 - math::Abs( Cos( d,a,b) );
|
||||
return score / 4;
|
||||
}
|
||||
|
||||
// helper function:
|
||||
// returns quality of a given (potential) quad
|
||||
static ScalarType quadQuality(FaceType *f, int edge){
|
||||
|
||||
CoordType
|
||||
a = f->V0(edge)->P(),
|
||||
b = f->FFp(edge)->V2( f->FFi(edge) )->P(),
|
||||
c = f->V1(edge)->P(),
|
||||
d = f->V2(edge)->P();
|
||||
|
||||
return quadQuality(a,b,c,d);
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
helper function:
|
||||
given a quad edge, retruns:
|
||||
0 if that edge should not be rotated
|
||||
+1 if it should be rotated clockwise (+1)
|
||||
-1 if it should be rotated counterclockwise (-1)
|
||||
Currently an edge is rotated iff it is shortened by that rotations
|
||||
(shortcut criterion)
|
||||
*/
|
||||
static int TestEdgeRotation(const FaceType &f, int w0)
|
||||
{
|
||||
const FaceType *fa = &f;
|
||||
assert(! fa->IsF(w0) );
|
||||
ScalarType q0,q1,q2;
|
||||
CoordType v0,v1,v2,v3,v4,v5;
|
||||
int w1 = (w0+1)%3;
|
||||
int w2 = (w0+2)%3;
|
||||
|
||||
v0 = fa->P(w0);
|
||||
v3 = fa->P(w1);
|
||||
|
||||
if (fa->IsF(w2) ) {
|
||||
v1 = fa->cFFp(w2)->V2( fa->cFFi(w2) )->P();
|
||||
v2 = fa->P(w2);
|
||||
} else {
|
||||
v1 = fa->P(w2);
|
||||
v2 = fa->cFFp(w1)->V2( fa->cFFi(w1) )->P();
|
||||
}
|
||||
|
||||
const FaceType *fb = fa->cFFp(w0);
|
||||
w0 = fa->cFFi(w0);
|
||||
|
||||
w1 = (w0+1)%3;
|
||||
w2 = (w0+2)%3;
|
||||
if (fb->IsF(w2) ) {
|
||||
v4 = fb->cFFp(w2)->V2( fb->cFFi(w2) )->P();
|
||||
v5 = fb->P(w2);
|
||||
} else {
|
||||
v4 = fb->P(w2);
|
||||
v5 = fb->cFFp(w1)->V2( fb->cFFi(w1) )->P();
|
||||
}
|
||||
|
||||
/*
|
||||
// max overall quality criterion:
|
||||
q0 = quadQuality(v0,v1,v2,v3) + quadQuality(v3,v4,v5,v0); // keep as is?
|
||||
q1 = quadQuality(v1,v2,v3,v4) + quadQuality(v4,v5,v0,v1); // rotate CW?
|
||||
q2 = quadQuality(v5,v0,v1,v2) + quadQuality(v2,v3,v4,v5); // rotate CCW?
|
||||
|
||||
if (q0>=q1 && q0>=q2) return 0;
|
||||
if (q1>=q2) return 1;*/
|
||||
|
||||
// min distance (shortcut criterion)
|
||||
q0 = (v0 - v3).SquaredNorm();
|
||||
q1 = (v1 - v4).SquaredNorm();
|
||||
q2 = (v5 - v2).SquaredNorm();
|
||||
if (q0<=q1 && q0<=q2) return 0;
|
||||
if (q1<=q2) return 1;
|
||||
return -1;
|
||||
}
|
||||
|
||||
|
||||
};
|
||||
}} // end namespace vcg::tri
|
||||
|
|
Loading…
Reference in New Issue