Encapsulated everything in a static class. Also, templated with Interpolator "single-method static class" functor to make custom vertex interpolations during collapses.

This commit is contained in:
mtarini 2009-08-28 15:17:23 +00:00
parent 9fc361301d
commit d231b9d021
3 changed files with 430 additions and 459 deletions

View File

@ -3,7 +3,7 @@
/** BIT-QUAD creation support: /** BIT-QUAD creation support:
a collection of methods that, a collection of methods that,
starting from a triangular mesh, will create your quad-only or quad-domainant mesh. starting from a triangular mesh, will create your quad-pure or quad-domainant mesh.
They all require: They all require:
- per face Q, and FF connectivity, 2-manyfold meshes, - per face Q, and FF connectivity, 2-manyfold meshes,
@ -12,37 +12,37 @@
[ list of available methods: ] [ list of available methods: ]
void MakeBitQuadOnlyByRefine(Mesh &m) void MakePureByRefine(Mesh &m)
- adds a vertex for each tri or quad present - adds a vertex for each tri or quad present
- thus, miminal complexity increase is the mesh is quad-dominant already - thus, miminal complexity increase is the mesh is quad-dominant already
- old non-border edges are made faux - old non-border edges are made faux
- never fails - never fails
void MakeBitQuadOnlyByCatmullClark(Mesh &m) void MakePureByCatmullClark(MeshType &m)
- adds a vertex in each (non-faux) edge. - adds a vertex in each (non-faux) edge.
- twice complexity increase w.r.t. "ByRefine" method. - twice complexity increase w.r.t. "ByRefine" method.
- preserves edges: old edges are still edges - preserves edges: old edges are still edges
- never fails - never fails
bool MakeBitQuadOnlyByFlip(Mesh &m [, int maxdist] ) bool MakePureByFlip(MeshType &m [, int maxdist] )
- does not increase # vertices, just flips edges - does not increase # vertices, just flips edges
- call in a loop until it returns true (temporary hack) - call in a loop until it returns true (temporary hack)
- fails if number of triangle is odd (only happens in open meshes) - fails if number of triangle is odd (only happens in open meshes)
- add "StepByStep" to method name if you want it to make a single step (debugging purposes) - add "StepByStep" to method name if you want it to make a single step (debugging purposes)
bool MakeTriEvenBySplit(Mesh& m) bool MakeTriEvenBySplit(MeshType& m)
bool MakeTriEvenByDelete(Mesh& m) bool MakeTriEvenByDelete(MeshType& m)
- two simple variants that either delete or split *at most one* border face - two simple variants that either delete or split *at most one* border face
so that the number of tris will be made even. Return true if it did it. so that the number of tris will be made even. Return true if it did it.
- useful to use the previous method, when mesh is still all triangle - useful to use the previous method, when mesh is still all triangle
void MakeBitQuadDominant(Mesh &m, int level) void MakeDominant(MeshType &m, int level)
- just merges traingle pairs into quads, trying its best - just merges traingle pairs into quads, trying its best
- various heuristic available, see descr. for parameter "level" - various heuristic available, see descr. for parameter "level"
- provides good starting point for make-Quad-Only methods - provides good starting point for make-Quad-Only methods
- uses an ad-hoc measure for "quad quality" (which is hard-wired, for now) - uses an ad-hoc measure for "quad quality" (which is hard-wired, for now)
void MakeBitTriOnly(Mesh &m) void MakeBitTriOnly(MeshType &m)
- inverse process: returns to tri-only mesh - inverse process: returns to tri-only mesh
@ -52,14 +52,28 @@ void MakeBitTriOnly(Mesh &m)
namespace vcg{namespace tri{ namespace vcg{namespace tri{
template <class _MeshType>
class BitQuadCreation{
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;
typedef BitQuad<MeshType> BQ; // static class to make basic quad operations
// helper function: // helper function:
// given a triangle, merge it with its best neightboord to form a quad // given a triangle, merge it with its best neightboord to form a quad
template <class Face, bool override> template <bool override>
static void selectBestQuadDiag(Face *fi){ static void selectBestDiag(FaceType *fi){
typedef typename Face::ScalarType ScalarType;
typedef typename Face::VertexType VertexType;
if (!override) { if (!override) {
if (fi->IsAnyF()) return; if (fi->IsAnyF()) return;
} }
@ -79,7 +93,7 @@ static void selectBestQuadDiag(Face *fi){
} }
if (fi->FFp(k)==fi) continue; // never make a border faux if (fi->FFp(k)==fi) continue; // never make a border faux
ScalarType score = quadQuality( &*fi, k ); ScalarType score = BQ::quadQuality( &*fi, k );
if (override) { if (override) {
// don't override anyway iff other face has a better match // don't override anyway iff other face has a better match
if (score < fi->FFp(k)->Q()) continue; if (score < fi->FFp(k)->Q()) continue;
@ -129,33 +143,27 @@ static void selectBestQuadDiag(Face *fi){
// helper funcion: // helper funcion:
// a pass though all triangles to merge triangle pairs into quads // a pass though all triangles to merge triangle pairs into quads
template <class Mesh, bool override> // override previous decisions? template <bool override> // override previous decisions?
static void MakeQuadDominantPass(Mesh &m){ static void MakeDominantPass(MeshType &m){
typedef typename Mesh::FaceType Face;
typedef typename Mesh::FaceIterator FaceIterator;
for (FaceIterator fi = m.face.begin(); fi!=m.face.end(); fi++) if (!fi->IsD()) { for (FaceIterator fi = m.face.begin(); fi!=m.face.end(); fi++) if (!fi->IsD()) {
selectBestQuadDiag<Face,override>(&(*fi)); selectBestDiag<override>(&(*fi));
} }
} }
// make tri count even by splitting a single triangle... // make tri count even by splitting a single triangle...
template <class Mesh> static bool MakeTriEvenBySplit(MeshType& m){
bool MakeTriEvenBySplit(Mesh& m){
if (m.fn%2==0) return false; // it's already Even if (m.fn%2==0) return false; // it's already Even
assert(0); // todo! assert(0); // todo!
} }
// make tri count even by delete... // make tri count even by delete...
template <class Mesh> static bool MakeTriEvenByDelete(MeshType& m)
bool MakeTriEvenByDelete(Mesh& m)
{ {
if (m.fn%2==0) return false; // it's already Even if (m.fn%2==0) return false; // it's already Even
typedef typename Mesh::FaceIterator FaceIterator;
typedef typename Mesh::FaceType Face;
for (FaceIterator fi = m.face.begin(); fi!=m.face.end(); fi++) { for (FaceIterator fi = m.face.begin(); fi!=m.face.end(); fi++) {
for (int k=0; k<3; k++) { for (int k=0; k<3; k++) {
@ -165,7 +173,7 @@ bool MakeTriEvenByDelete(Mesh& m)
for (int h=1; h<3; h++) { for (int h=1; h<3; h++) {
int kh=(k+h)%3; int kh=(k+h)%3;
int j = fi->FFi( kh ); int j = fi->FFi( kh );
Face *f = fi->FFp(kh); FaceType *f = fi->FFp(kh);
if (f != &* fi) { if (f != &* fi) {
f->FFp( j ) = f; f->FFp( j ) = f;
f->FFi( j ) = j; f->FFi( j ) = j;
@ -174,7 +182,7 @@ bool MakeTriEvenByDelete(Mesh& m)
} }
// delete found face // delete found face
Allocator<Mesh>::DeleteFace(m,*fi); Allocator<MeshType>::DeleteFace(m,*fi);
return true; return true;
} }
} }
@ -187,9 +195,7 @@ bool MakeTriEvenByDelete(Mesh& m)
/** /**
Given a mesh, makes it bit trianglular (makes all edges NOT faux) Given a mesh, makes it bit trianglular (makes all edges NOT faux)
*/ */
template <class Mesh> static void MakeBitTriOnly(MeshType &m){
void MakeBitTriOnly(Mesh &m){
typedef typename Mesh::FaceIterator FaceIterator;
for (FaceIterator fi = m.face.begin(); fi!=m.face.end(); fi++) { for (FaceIterator fi = m.face.begin(); fi!=m.face.end(); fi++) {
fi->ClearAllF(); fi->ClearAllF();
} }
@ -201,17 +207,13 @@ void MakeBitTriOnly(Mesh &m){
* Updates: per wedge attributes, if any * Updates: per wedge attributes, if any
* Other connectivity structures, and per edge and per wedge flags are ignored * Other connectivity structures, and per edge and per wedge flags are ignored
*/ */
template <class Mesh> static bool MakeBitTriQuadConventional(MeshType &m){
bool MakeBitTriQuadConventional(Mesh &m){
assert(0); // todo assert(0); // todo
} }
/* returns true if mesh is a "conventional" quad mesh. /* returns true if mesh is a "conventional" quad mesh.
I.e. if it is all quads, with third edge faux fora all triangles*/ I.e. if it is all quads, with third edge faux fora all triangles*/
template <class Mesh> static bool IsBitTriQuadConventional(MeshType &m){
bool IsBitTriQuadConventional(Mesh &m){
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 (FaceIterator fi = m.face.begin(); fi!=m.face.end(); fi++) if (!fi->IsD()) {
if (fi->IsAnyF()) if (fi->IsAnyF())
if ( fi->Flags() & ( FaceType::FAUX012 ) != FaceType::FAUX2 ) { if ( fi->Flags() & ( FaceType::FAUX012 ) != FaceType::FAUX2 ) {
@ -226,17 +228,11 @@ bool IsBitTriQuadConventional(Mesh &m){
previous diags previous diags
requires that the mesh is made only of quads and tris. requires that the mesh is made only of quads and tris.
*/ */
template <class Mesh> static void MakePureByRefine(MeshType &m){
void MakeBitQuadOnlyByRefine(Mesh &m){
// todo: update VF connectivity if present // todo: update VF connectivity if present
typedef typename Mesh::FaceIterator FaceIterator;
typedef typename Mesh::VertexIterator VertexIterator;
typedef typename Mesh::FaceType Face;
typedef typename Mesh::VertexType Vert;
int ev = 0; // EXTRA vertices (times 2) int ev = 0; // EXTRA vertices (times 2)
int ef = 0; // EXTRA faces int ef = 0; // EXTRA faces
@ -269,8 +265,8 @@ void MakeBitQuadOnlyByRefine(Mesh &m){
ev/=2; // I was counting each of them twice ev/=2; // I was counting each of them twice
int originalFaceNum = m.fn; int originalFaceNum = m.fn;
FaceIterator nfi = tri::Allocator<Mesh>::AddFaces(m,ef); FaceIterator nfi = tri::Allocator<MeshType>::AddFaces(m,ef);
VertexIterator nvi = tri::Allocator<Mesh>::AddVertices(m,ev); VertexIterator nvi = tri::Allocator<MeshType>::AddVertices(m,ev);
for (FaceIterator fi = m.face.begin(); fi!=m.face.end(); fi++) if (!fi->IsD()) fi->ClearV(); for (FaceIterator fi = m.face.begin(); fi!=m.face.end(); fi++) if (!fi->IsD()) fi->ClearV();
@ -291,12 +287,12 @@ void MakeBitQuadOnlyByRefine(Mesh &m){
if (k==0) // add a vertex in the center of the face, splitting it in 3 if (k==0) // add a vertex in the center of the face, splitting it in 3
{ {
assert(nvi!=m.vert.end()); assert(nvi!=m.vert.end());
Vert *nv = &*nvi; nvi++; VertexType *nv = &*nvi; nvi++;
*nv = *fi->V0( 0 ); // lazy: copy everything from the old vertex *nv = *fi->V0( 0 ); // lazy: copy everything from the old vertex
nv->P() = ( fi->V(0)->P() + fi->V(1)->P() + fi->V(2)->P() ) /3.0; nv->P() = ( fi->V(0)->P() + fi->V(1)->P() + fi->V(2)->P() ) /3.0;
Face *fa = &*fi; FaceType *fa = &*fi;
Face *fb = &*nfi; nfi++; FaceType *fb = &*nfi; nfi++;
Face *fc = &*nfi; nfi++; FaceType *fc = &*nfi; nfi++;
*fb = *fc = *fa; // lazy: copy everything from the old faces *fb = *fc = *fa; // lazy: copy everything from the old faces
fa->V(0) = nv; fa->V(0) = nv;
fb->V(1) = nv; fb->V(1) = nv;
@ -342,9 +338,9 @@ void MakeBitQuadOnlyByRefine(Mesh &m){
} }
else { else {
// assuming is a part of quad (not a penta, etc), i.e. only one faux // assuming is a part of quad (not a penta, etc), i.e. only one faux
Face *fa = &*fi; FaceType *fa = &*fi;
int ea2 = FauxIndex(fa); // index of the only faux edge int ea2 = BQ::FauxIndex(fa); // index of the only faux edge
Face *fb = fa->FFp(ea2); FaceType *fb = fa->FFp(ea2);
int eb2 = fa->FFi(ea2); int eb2 = fa->FFi(ea2);
assert(fb->FFp(eb2)==fa) ; assert(fb->FFp(eb2)==fa) ;
assert(fa->IsF(ea2)); assert(fa->IsF(ea2));
@ -357,15 +353,15 @@ void MakeBitQuadOnlyByRefine(Mesh &m){
// create new vert in center of faux edge // create new vert in center of faux edge
assert(nvi!=m.vert.end()); assert(nvi!=m.vert.end());
Vert *nv = &*nvi; nvi++; VertexType *nv = &*nvi; nvi++;
*nv = * fa->V0( ea2 ); *nv = * fa->V0( ea2 );
nv->P() = ( fa->V(ea2)->P() + fa->V(ea0)->P() ) /2.0; nv->P() = ( fa->V(ea2)->P() + fa->V(ea0)->P() ) /2.0;
// split faces: add 2 faces (one per side) // split faces: add 2 faces (one per side)
assert(nfi!=m.face.end()); assert(nfi!=m.face.end());
Face *fc = &*nfi; nfi++; FaceType *fc = &*nfi; nfi++;
assert(nfi!=m.face.end()); assert(nfi!=m.face.end());
Face *fd = &*nfi; nfi++; FaceType *fd = &*nfi; nfi++;
*fc = *fa; *fc = *fa;
*fd = *fb; *fd = *fb;
@ -443,10 +439,10 @@ void MakeBitQuadOnlyByRefine(Mesh &m){
// last pass: add vertex on faux border faces... (if any) // last pass: add vertex on faux border faces... (if any)
if (nsplit>0) { if (nsplit>0) {
FaceIterator nfi = tri::Allocator<Mesh>::AddFaces(m,nsplit); FaceIterator nfi = tri::Allocator<MeshType>::AddFaces(m,nsplit);
VertexIterator nvi = tri::Allocator<Mesh>::AddVertices(m,nsplit); VertexIterator nvi = tri::Allocator<MeshType>::AddVertices(m,nsplit);
for (FaceIterator fi = m.face.begin(); fi!=m.face.end(); fi++) if (!fi->IsD()) { for (FaceIterator fi = m.face.begin(); fi!=m.face.end(); fi++) if (!fi->IsD()) {
Face* fa = &*fi; FaceType* fa = &*fi;
int ea2 = -1; // border and faux face (if any) int ea2 = -1; // border and faux face (if any)
if (fa->FFp(0)==fa && fa->IsF(0) ) ea2=0; if (fa->FFp(0)==fa && fa->IsF(0) ) ea2=0;
if (fa->FFp(1)==fa && fa->IsF(1) ) ea2=1; if (fa->FFp(1)==fa && fa->IsF(1) ) ea2=1;
@ -458,12 +454,12 @@ void MakeBitQuadOnlyByRefine(Mesh &m){
int ea1 = (ea2+2) %3; int ea1 = (ea2+2) %3;
// create new vert in center of faux edge // create new vert in center of faux edge
Vert *nv = &*nvi; nvi++; VertexType *nv = &*nvi; nvi++;
*nv = * fa->V0( ea2 ); *nv = * fa->V0( ea2 );
nv->P() = ( fa->V(ea2)->P() + fa->V(ea0)->P() ) /2.0; nv->P() = ( fa->V(ea2)->P() + fa->V(ea0)->P() ) /2.0;
// split face: add 1 face // split face: add 1 face
Face *fc = &*nfi; nfi++; FaceType *fc = &*nfi; nfi++;
*fc = *fa; *fc = *fa;
fa->V(ea2) = fc->V(ea0) = nv ; fa->V(ea2) = fc->V(ea0) = nv ;
@ -502,38 +498,33 @@ void MakeBitQuadOnlyByRefine(Mesh &m){
// uses Catmull Clark to enforce quad only meshes // uses Catmull Clark to enforce quad only meshes
// each old edge (but not faux) is split in two. // each old edge (but not faux) is split in two.
template <class Mesh> static void MakePureByCatmullClark(MeshType &m){
void MakeBitQuadOnlyByCatmullClark(Mesh &m){ MakePureByRefine(m);
MakeBitQuadOnlyByRefine(m); MakePureByRefine(m);
MakeBitQuadOnlyByRefine(m);
// et-voilà!!! // et-voilà!!!
} }
// Helper funcion: // Helper funcion:
// marks edge distance froma a given face. // marks edge distance froma a given face.
// Stops at maxDist or at the distance when a triangle is found // Stops at maxDist or at the distance when a triangle is found
template <class Mesh> static FaceType * MarkEdgeDistance(MeshType &m, FaceType *f, int maxDist){
typename Mesh::FaceType * MarkEdgeDistance(Mesh &m, typename Mesh::FaceType *f, int maxDist){ assert(MeshType::HasPerFaceQuality());
typedef typename Mesh::FaceType Face;
typedef typename Mesh::FaceIterator FaceIterator;
typedef typename Mesh::VertexIterator VertexIterator;
assert(Mesh::HasPerFaceQuality());
for (FaceIterator fi = m.face.begin(); fi!=m.face.end(); fi++) if (!f->IsD()) { for (FaceIterator fi = m.face.begin(); fi!=m.face.end(); fi++) if (!f->IsD()) {
fi->Q()=maxDist; fi->Q()=maxDist;
} }
Face * firstTriangleFound = NULL; FaceType * firstTriangleFound = NULL;
f->Q() = 0; f->Q() = 0;
std::vector<Face*> stack; std::vector<FaceType*> stack;
int stackPos=0; int stackPos=0;
stack.push_back(f); stack.push_back(f);
while ( stackPos<stack.size() ) { while ( stackPos<stack.size() ) {
Face *f = stack[stackPos++]; FaceType *f = stack[stackPos++];
for (int k=0; k<3; k++) { for (int k=0; k<3; k++) {
Face *fk = f->FFp(k); FaceType *fk = f->FFp(k);
int fq = int(f->Q()) + ( ! f->IsF(k) ); int fq = int(f->Q()) + ( ! f->IsF(k) );
if (fk->Q()> fq && fq <= maxDist) { if (fk->Q()> fq && fq <= maxDist) {
if (!fk->IsAnyF()) { firstTriangleFound = fk; maxDist = fq;} if (!fk->IsAnyF()) { firstTriangleFound = fk; maxDist = fq;}
@ -556,13 +547,9 @@ typename Mesh::FaceType * MarkEdgeDistance(Mesh &m, typename Mesh::FaceType *f,
maxdist is the maximal edge distance where to look for a companion triangle maxdist is the maximal edge distance where to look for a companion triangle
*/ */
template <class Mesh> static int MakePureByFlipStepByStep(MeshType &m, int maxdist=10000, int restart=false){
int MakeBitQuadOnlyByFlipStepByStep(Mesh &m, int maxdist=10000, int restart=false){
typedef typename Mesh::FaceType Face;
typedef typename Mesh::FaceIterator FaceIterator;
typedef typename Mesh::VertexIterator VertexIterator;
static Face *ta, *tb; // faces to be matched into a quad static FaceType *ta, *tb; // faces to be matched into a quad
static int step = 0; // hack static int step = 0; // hack
@ -595,18 +582,18 @@ if (step==0) {
for (int k=0; k<3; k++) { for (int k=0; k<3; k++) {
if (tb->FFp(k) == tb) continue; // border if (tb->FFp(k) == tb) continue; // border
Face* tbk = tb->FFp(k); FaceType* tbk = tb->FFp(k);
if (!tbk->IsAnyF()) {done=true; marriageEdge=k; break; } // found my match if (!tbk->IsAnyF()) {done=true; marriageEdge=k; break; } // found my match
int back = tb->FFi(k); int back = tb->FFi(k);
int faux = FauxIndex(tbk); int faux = BQ::FauxIndex(tbk);
int other = 3-back-faux; int other = 3-back-faux;
int scoreA = int(tbk->FFp(other)->Q()); int scoreA = int(tbk->FFp(other)->Q());
Face* tbh = tbk->FFp(faux); FaceType* tbh = tbk->FFp(faux);
int fauxh = FauxIndex(tbh); int fauxh = BQ::FauxIndex(tbh);
int scoreB = int(tbh->FFp( (fauxh+1)%3 )->Q()); int scoreB = int(tbh->FFp( (fauxh+1)%3 )->Q());
int scoreC = int(tbh->FFp( (fauxh+2)%3 )->Q()); int scoreC = int(tbh->FFp( (fauxh+2)%3 )->Q());
@ -623,10 +610,10 @@ if (step==0) {
// use that edge to proceed // use that edge to proceed
if (mustDoFlip) { if (mustDoFlip) {
FlipBitQuadDiag( *(tb->FFp(edge)) ); BQ::FlipDiag( *(tb->FFp(edge)) );
} }
Face* next = tb->FFp(edge)->FFp( FauxIndex(tb->FFp(edge)) ); FaceType* next = tb->FFp(edge)->FFp( BQ::FauxIndex(tb->FFp(edge)) );
// create new edge // create new edge
next->ClearAllF(); next->ClearAllF();
@ -660,12 +647,11 @@ break;
- maxdist is the maximal edge distance where to look for a companion triangle - maxdist is the maximal edge distance where to look for a companion triangle
- retunrs true if all triangles are merged (always, unless they are odd, or maxdist not enough). - retunrs true if all triangles are merged (always, unless they are odd, or maxdist not enough).
*/ */
template <class Mesh> static bool MakePureByFlip(MeshType &m, int maxdist=10000)
bool MakeBitQuadOnlyByFlip(Mesh &m, int maxdist=10000)
{ {
MakeBitQuadOnlyByFlipStepByStep(m, maxdist, true); // restart MakePureByFlipStepByStep(m, maxdist, true); // restart
int res=-1; int res=-1;
while (res==-1) res = MakeBitQuadOnlyByFlipStepByStep(m, maxdist); while (res==-1) res = MakePureByFlipStepByStep(m, maxdist);
return res==0; return res==0;
} }
@ -676,23 +662,22 @@ bool MakeBitQuadOnlyByFlip(Mesh &m, int maxdist=10000)
level = 1: smarter: leaves more triangles, but makes better quality quads level = 1: smarter: leaves more triangles, but makes better quality quads
level = 2: even more so (marginally) level = 2: even more so (marginally)
*/ */
template <class Mesh> static void MakeDominant(MeshType &m, int level){
void MakeBitQuadDominant(Mesh &m, int level){
assert(Mesh::HasPerFaceQuality()); assert(MeshType::HasPerFaceQuality());
assert(Mesh::HasPerFaceFlags()); assert(MeshType::HasPerFaceFlags());
typedef typename Mesh::FaceIterator FaceIterator;
for (FaceIterator fi = m.face.begin(); fi!=m.face.end(); fi++) { for (FaceIterator fi = m.face.begin(); fi!=m.face.end(); fi++) {
fi->ClearAllF(); fi->ClearAllF();
fi->Q() = 0; fi->Q() = 0;
} }
MakeQuadDominantPass<Mesh, false> (m); MakeDominantPass<false> (m);
if (level>0) MakeQuadDominantPass<Mesh, true> (m); if (level>0) MakeDominantPass<true> (m);
if (level>1) MakeQuadDominantPass<Mesh, true> (m); if (level>1) MakeDominantPass<true> (m);
if (level>0) MakeQuadDominantPass<Mesh, false> (m); if (level>0) MakeDominantPass<false> (m);
} }
};
}} // end namespace vcg::tri }} // end namespace vcg::tri

View File

@ -1,11 +1,25 @@
namespace vcg{namespace tri{ namespace vcg{namespace tri{
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... // helper function: mark a quadface, setting Q at 0, and neight at .75, 0.5...
template <class Mesh> static void MarkFace(FaceType* f, MeshType &m){
void MarkFace(typename Mesh::FaceType* f, Mesh &m){
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 (FaceIterator fi = m.face.begin(); fi!=m.face.end(); fi++) if (!fi->IsD()) {
fi->Q() = 1; 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... // helper function: mark a quadface, setting Q at 0, and neight at .75, 0.5...
template <class Mesh> static void MarkVertex(FaceType* f, int wedge, MeshType &m){
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;
VertexType *v = f->V(wedge); VertexType *v = f->V(wedge);
for (FaceIterator fi = m.face.begin(); fi!=m.face.end(); fi++) if (!fi->IsD()) { 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> static bool MarkSmallestEdge(MeshType &m, bool perform)
bool MarkSmallestEdge(Mesh &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(); ScalarType min = std::numeric_limits<ScalarType>::max();
FaceType *fa=NULL; int w=0; FaceType *fa=NULL; int w=0;
@ -64,7 +71,7 @@ bool MarkSmallestEdge(Mesh &m, bool perform)
} }
if (fa) { if (fa) {
if (perform) { if (perform) {
return CollapseQuadEdge(*fa,w,m); return BQ::CollapseEdge(*fa,w,m);
} else { } else {
fa->Q()=0.0; fa->Q()=0.0;
fa->FFp(w)->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. // returns: 0 if fail. 1 if edge. 2 if diag.
template <class Mesh> static int MarkSmallestEdgeOrDiag(MeshType &m, ScalarType edgeMult, bool perform)
int MarkSmallestEdgeOrDiag(Mesh &m, typename Mesh::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(); ScalarType min = std::numeric_limits<ScalarType>::max();
FaceType *fa=NULL; int w=0; bool counterDiag = false; 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 if (f->IsF(k)) { // for diag faces, test counterdiag too
score = CounterDiag(f).Norm(); score = BQ::CounterDiag(f).Norm();
if (score<min) { if (score<min) {
min=score; min=score;
fa = f; fa = f;
@ -120,12 +123,12 @@ int MarkSmallestEdgeOrDiag(Mesh &m, typename Mesh::ScalarType edgeMult, bool per
if (perform) { if (perform) {
if (fa->IsF(w)) { if (fa->IsF(w)) {
if (counterDiag) { if (counterDiag) {
CollapseQuadCounterDiag(*fa, PosOnDiag(*fa,true), m ); return 2; BQ::CollapseCounterDiag(*fa, BQ::PosOnDiag(*fa,true), m ); return 2;
} else { } else {
CollapseQuadDiag(*fa, PosOnDiag(*fa,false), m ); return 2; BQ::CollapseDiag(*fa, BQ::PosOnDiag(*fa,false), m ); return 2;
} }
} else { } else {
if (CollapseQuadEdge(*fa,w,m)) return 1; if (BQ::CollapseEdge(*fa,w,m)) return 1;
} }
} else { } else {
fa->Q()=0.0; fa->Q()=0.0;
@ -137,12 +140,8 @@ int MarkSmallestEdgeOrDiag(Mesh &m, typename Mesh::ScalarType edgeMult, bool per
} }
template <class Mesh> static void MarkSmallestDiag(MeshType &m)
void MarkSmallestDiag(Mesh &m)
{ {
typedef typename Mesh::FaceIterator FaceIterator;
typedef typename Mesh::FaceType FaceType;
typedef typename Mesh::ScalarType ScalarType;
ScalarType min = std::numeric_limits<ScalarType>::max(); ScalarType min = std::numeric_limits<ScalarType>::max();
FaceType *fa=NULL; FaceType *fa=NULL;
@ -151,13 +150,13 @@ void MarkSmallestDiag(Mesh &m)
ScalarType score; ScalarType score;
score = Diag(f).Norm(); score = BQ::Diag(f).Norm();
if (score<min) { if (score<min) {
min=score; min=score;
fa = f; fa = f;
} }
score = CounterDiag(f).Norm(); score = BQ::CounterDiag(f).Norm();
if (score<min) { if (score<min) {
min=score; min=score;
fa = f; fa = f;
@ -166,16 +165,12 @@ void MarkSmallestDiag(Mesh &m)
} }
if (fa) { if (fa) {
fa->Q()=0.0; fa->Q()=0.0;
fa->FFp(FauxIndex(fa))->Q()=0.0; fa->FFp(BQ::FauxIndex(fa))->Q()=0.0;
} }
} }
template <class Mesh> static bool IdentifyAndCollapseSmallestDiag(MeshType &m){
bool IdentifyAndCollapseSmallestDiag(Mesh &m){
typedef typename Mesh::FaceIterator FaceIterator;
typedef typename Mesh::FaceType FaceType;
typedef typename Mesh::ScalarType ScalarType;
ScalarType min = std::numeric_limits<ScalarType>::max(); ScalarType min = std::numeric_limits<ScalarType>::max();
FaceType *fa=NULL; bool flip; FaceType *fa=NULL; bool flip;
@ -184,14 +179,14 @@ bool IdentifyAndCollapseSmallestDiag(Mesh &m){
ScalarType score; ScalarType score;
score = Diag(f).Norm(); score = BQ::Diag(f).Norm();
if (score<min) { if (score<min) {
min=score; min=score;
fa = f; fa = f;
flip = false; flip = false;
} }
score = CounterDiag(f).Norm(); score = BQ::CounterDiag(f).Norm();
if (score<min) { if (score<min) {
min=score; min=score;
fa = f; fa = f;
@ -201,22 +196,22 @@ bool IdentifyAndCollapseSmallestDiag(Mesh &m){
} }
if (!fa) return false; if (!fa) return false;
if (TestAndRemoveDoublet(*fa,0,m)) { return true; } if (BQ::TestAndRemoveDoublet(*fa,0,m)) { return true; }
if (TestAndRemoveDoublet(*fa,1,m)) { return true; } if (BQ::TestAndRemoveDoublet(*fa,1,m)) { return true; }
if (TestAndRemoveDoublet(*fa,2,m)) { return true; } if (BQ::TestAndRemoveDoublet(*fa,2,m)) { return true; }
int k = FauxIndex(fa); int k = BQ::FauxIndex(fa);
if (TestAndRemoveDoublet( *fa->FFp(k),(fa->FFi(k)+2)%3, m )) return true; if (BQ::TestAndRemoveDoublet( *fa->FFp(k),(fa->FFi(k)+2)%3, m )) return true;
if (flip) { if (flip) {
if (!CheckFlipBitQuadDiag(*fa) ) { if (!BQ::CheckFlipDiag(*fa) ) {
// I can't collapse (why?) // I can't collapse (why?)
MarkFace(fa,m); MarkFace(fa,m);
return false; return false;
} else } else
CollapseQuadCounterDiag(*fa, PosOnDiag(*fa,true), m ); BQ::CollapseCounterDiag(*fa, BQ::PosOnDiag(*fa,true), m );
} }
else { else {
CollapseQuadDiag(*fa, PosOnDiag(*fa,false), m ); BQ::CollapseDiag(*fa, BQ::PosOnDiag(*fa,false), m );
} }
return true; 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)- by merging them into a single quad (thus removing one vertex and two tri faces)-
Returns number of removed Doublets Returns number of removed Doublets
*/ */
template <class Mesh> static int RemoveDoublets(MeshType &m)
int BitQuadRemoveDoublets(Mesh &m)
{ {
int res=0; 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 (FaceIterator fi = m.face.begin(); fi!=m.face.end(); fi++) if (!fi->IsD()) {
fi->Q()=1; fi->Q()=1;
for (int k=0; k<3; k++) { for (int k=0; k<3; k++) {
if ( IsDoublet(*fi,k) ){ if ( BQ::IsDoublet(*fi,k) ){
res++; res++;
RemoveDoublet(*fi,k,m); BQ::RemoveDoublet(*fi,k,m);
if (fi->IsD()) break; // break wedge circle, if face disappeard 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 marks (Quality=0) and approx. counts profitable vertex rotations
(vertex rotations which make edge shorter (vertex rotations which make edge shorter
*/ */
template <class Mesh, bool perform> template <bool perform>
int BitQuadMarkVertexRotations(Mesh &m) static int MarkVertexRotations(MeshType &m)
{ {
int res=0; 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(); for (VertexIterator vi = m.vert.begin(); vi!=m.vert.end(); vi++) if (!vi->IsD()) vi->ClearV();
if (!perform) if (!perform)
for (FaceIterator fi = m.face.begin(); fi!=m.face.end(); fi++) if (!fi->IsD()) fi->Q()=1.0; 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++) { for (int k=0; k<3; k++) {
if (fi->V(k)->IsV()) continue; if (fi->V(k)->IsV()) continue;
if (TestBitQuadVertexRotation(*fi,k)) { if (BQ::TestVertexRotation(*fi,k)) {
res++; res++;
fi->V(k)->SetV(); fi->V(k)->SetV();
if (!perform) { if (!perform) {
res++; MarkVertex(&*fi, k, m); //fi->Q()=0; res++; MarkVertex(&*fi, k, m); //fi->Q()=0;
} }
else { 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 //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 // mark (and count) all edges that are worth rotating
// if perform == true, actually rotate them // if perform == true, actually rotate them
template <class Mesh, bool perform> template <bool perform>
int BitQuadMarkEdgeRotations(Mesh &m) static int MarkEdgeRotations(MeshType &m)
{ {
int count = 0; 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; 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++) { for (int k=0; k<3; k++) {
if (fi->IsF(k)) continue; if (fi->IsF(k)) continue;
if (fi->FFp(k)<= &*fi) continue; // only once per real (non faux) edge, and only for non border ones 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 (perform) {
if (best==+1) if (RotateBitQuadEdge<FaceType, true>(*fi, k)) count++; if (best==+1) if (BQ::template RotateEdge< true>(*fi, k)) count++;
if (best==-1) if (RotateBitQuadEdge<FaceType,false>(*fi, k)) count++; if (best==-1) if (BQ::template RotateEdge<false>(*fi, k)) count++;
} }
else { else {
if (best!=0) { fi->Q()=0; fi->FFp(k)->Q()=0; count++; } 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) marks (Quality=0) and approx. counts doublets (a pair of quads sharing two consecutive edges)
*/ */
template <class Mesh> static int MarkDoublets(MeshType &m)
int BitQuadMarkDoublets(Mesh &m)
{ {
int res=0; 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 (FaceIterator fi = m.face.begin(); fi!=m.face.end(); fi++) if (!fi->IsD()) {
fi->Q()=1; fi->Q()=1;
for (int k=0; k<3; k++) { for (int k=0; k<3; k++) {
if ( IsDoublet(*fi,k) ){ if ( BQ::IsDoublet(*fi,k) ){
res++; res++;
if (fi->IsF((k+1)%3)) res++; // counts for a quad if (fi->IsF((k+1)%3)) res++; // counts for a quad
fi->Q()=0; 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) marks (Quality=0) and counts singlets (vertex B in an A-B-A-C quad)
*/ */
template <class Mesh> static int MarkSinglets(MeshType &m)
int BitQuadMarkSinglets(Mesh &m)
{ {
int res=0; 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 (FaceIterator fi = m.face.begin(); fi!=m.face.end(); fi++) if (!fi->IsD()) {
fi->Q()=1; fi->Q()=1;
for (int k=0; k<3; k++) { for (int k=0; k<3; k++) {
if ( IsSinglet(*fi,k) ){ if ( BQ::IsSinglet(*fi,k) ){
res++; res++;
fi->Q()=0; fi->Q()=0;
} }
@ -361,17 +341,14 @@ int BitQuadMarkSinglets(Mesh &m)
/* /*
deletes singlets, reutrns number of deletes singlets, reutrns number of
*/ */
template <class Mesh> static int RemoveSinglets(MeshType &m)
int BitQuadRemoveSinglets(Mesh &m)
{ {
int res=0; 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 (FaceIterator fi = m.face.begin(); fi!=m.face.end(); fi++) if (!fi->IsD()) {
for (int k=0; k<3; k++) { for (int k=0; k<3; k++) {
if ( IsSinglet(*fi,k) ){ if ( BQ::IsSinglet(*fi,k) ){
res++; res++;
RemoveSinglet(*fi,k,m); BQ::RemoveSinglet(*fi,k,m);
return res; return res;
break; break;
} }
@ -383,19 +360,17 @@ int BitQuadRemoveSinglets(Mesh &m)
/* returns average quad quality, and assigns it to triangle quality /* returns average quad quality, and assigns it to triangle quality
*/ */
template <class Mesh> static ScalarType MeasureQuality(MeshType &m)
typename Mesh::ScalarType MeasureBitQuadQuality(Mesh &m)
{ {
assert(Mesh::HasPerFaceFlags()); assert(MeshType::HasPerFaceFlags());
typename Mesh::ScalarType res = 0; ScalarType res = 0;
int div = 0; int div = 0;
typedef typename Mesh::FaceIterator FaceIterator;
for (FaceIterator fi = m.face.begin(); fi!=m.face.end(); fi++) if (!fi->IsD()) { for (FaceIterator fi = m.face.begin(); fi!=m.face.end(); fi++) if (!fi->IsD()) {
if (fi->IsAnyF()) { 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; res += q;
div++; div++;
} }
@ -403,4 +378,5 @@ typename Mesh::ScalarType MeasureBitQuadQuality(Mesh &m)
if (!div) return 0; else return res / div; if (!div) return 0; else return res / div;
} }
};
}} // end namespace vcg::tri }} // end namespace vcg::tri

View File

@ -10,23 +10,23 @@
[ basic operations: ] [ basic operations: ]
bool IsDoublet(const Face& f, int wedge) bool IsDoublet(const FaceType& f, int wedge)
void RemoveDoublet(Face &f, int wedge, Mesh& m) void RemoveDoublet(FaceType &f, int wedge, MeshType& m)
- identifies and removed "Doublets" (pair of quads sharing two consecutive edges) - identifies and removed "Doublets" (pair of quads sharing two consecutive edges)
bool IsSinglet(const Face& f, int wedge) bool IsSinglet(const FaceType& f, int wedge)
void RemoveSinglet(Face &f, int wedge, Mesh& m) 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) - 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) - 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) - 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. - collapses a quad on its diagonal.
- p identifies the pos of collapsed point - p identifies the pos of collapsed point
(as either the parametric pos on the diagonal, or a fresh coordtype) (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) - (should be made into a template parameter for methods using it)
- currently measures how squared each angle is - 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) - 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...) - returns valency of vertex in terms of polygons (quads, tris...)
@ -55,134 +55,59 @@
namespace vcg{namespace tri{ namespace vcg{namespace tri{
// helper function: /* simple geometric-interpolation mono-function class used
// cos of angle abc. This should probably go elsewhere as a default template parameter to BitQuad class */
template<class CoordType> template <class VertexType>
static typename CoordType::ScalarType Cos(const CoordType &a, const CoordType &b, const CoordType &c ) class GeometricInterpolator{
{ public:
CoordType typedef typename VertexType::ScalarType ScalarType;
e0 = b - a, static void Apply( const VertexType &a, const VertexType &b, ScalarType t, VertexType &res){
e1 = b - c; assert (&a != &b);
typename CoordType::ScalarType d = (e0.Norm()*e1.Norm()); res.P() = a.P()*(1-t) + b.P()*(t);
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();
} }
};
const Face *fb = fa->cFFp(w0); template <
w0 = fa->cFFi(w0); // 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:
w1 = (w0+1)%3; typedef _MeshType MeshType;
w2 = (w0+2)%3; typedef typename MeshType::ScalarType ScalarType;
if (fb->IsF(w2) ) { typedef typename MeshType::CoordType CoordType;
v4 = fb->cFFp(w2)->V2( fb->cFFi(w2) )->P(); typedef typename MeshType::FaceType FaceType;
v5 = fb->P(w2); typedef typename MeshType::FaceType* FaceTypeP;
} else { typedef typename MeshType::VertexType VertexType;
v4 = fb->P(w2); typedef typename MeshType::FaceIterator FaceIterator;
v5 = fb->cFFp(w1)->V2( fb->cFFi(w1) )->P(); typedef typename MeshType::VertexIterator VertexIterator;
}
/*
// 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 <bool verse>
template <class Face, bool verse> static bool RotateEdge(FaceType& f, int w0a){
bool RotateBitQuadEdge(Face& f, int w0a){ FaceType *fa = &f;
Face *fa = &f;
assert(! fa->IsF(w0a) ); assert(! fa->IsF(w0a) );
typename Face::VertexType *v0, *v1; VertexType *v0, *v1;
v0= fa->V0(w0a); v0= fa->V0(w0a);
v1= fa->V1(w0a); v1= fa->V1(w0a);
int w1a = (w0a+1)%3; int w1a = (w0a+1)%3;
int w2a = (w0a+2)%3; int w2a = (w0a+2)%3;
Face *fb = fa->FFp(w0a); FaceType *fb = fa->FFp(w0a);
int w0b = fa->FFi(w0a); int w0b = fa->FFi(w0a);
int w1b = (w0b+1)%3; int w1b = (w0b+1)%3;
int w2b = (w0b+2)%3; int w2b = (w0b+2)%3;
if (fa->IsF(w2a) == verse) { if (fa->IsF(w2a) == verse) {
if (!CheckFlipBitQuadDiag(*fa)) return false; if (!CheckFlipDiag(*fa)) return false;
FlipBitQuadDiag(*fa); FlipDiag(*fa);
// recover edge index, so that (f, w0a) identifies the same edge as before // 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++){ for (int i=0; i<3; i++){
if ( v0==fa->V0(i) && v1==fa->V1(i) ) w0a = 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; } 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 (fb->IsF(w2b) == verse) {
if (!CheckFlipBitQuadDiag(*fb)) return false; if (!CheckFlipDiag(*fb)) return false;
FlipBitQuadDiag(*fb); FlipDiag(*fb);
} }
if (!CheckFlipEdge(*fa,w0a)) return false; if (!CheckFlipEdge(*fa,w0a)) return false;
FlipBitQuadEdge(*fa,w0a); FlipEdge(*fa,w0a);
return true; return true;
} }
/* small helper function which returns the index of the only /* small helper function which returns the index of the only
faux index, assuming there is exactly one (asserts out otherwise) faux index, assuming there is exactly one (asserts out otherwise)
*/ */
template <class Face> static int FauxIndex(const FaceType* f){
int FauxIndex(const Face* f){
if (f->IsF(0)) return 0; if (f->IsF(0)) return 0;
if (f->IsF(1)) return 1; if (f->IsF(1)) return 1;
assert(f->IsF(2)); assert(f->IsF(2));
@ -211,11 +135,10 @@ int FauxIndex(const Face* f){
} }
// rotates the diagonal of a quad // rotates the diagonal of a quad
template <class Face> static void FlipDiag(FaceType &f){
void FlipBitQuadDiag(Face &f){
int faux = FauxIndex(&f); int faux = FauxIndex(&f);
Face* fa = &f; FaceType* fa = &f;
Face* fb = f.FFp(faux); FaceType* fb = f.FFp(faux);
vcg::face::FlipEdge(f, faux); vcg::face::FlipEdge(f, faux);
// ripristinate faux flags // ripristinate faux flags
fb->ClearAllF(); fb->ClearAllF();
@ -230,11 +153,9 @@ void FlipBitQuadDiag(Face &f){
// given a vertex (i.e. a face and a wedge), // given a vertex (i.e. a face and a wedge),
// this function tells us how the average edge lenght around a vertex would change // this function tells us how the average edge lenght around a vertex would change
// if that vertex is rotated // if that vertex is rotated
template <class Face> static ScalarType AvgEdgeLenghtVariationIfVertexRotated(const FaceType &f, int w0)
typename Face::ScalarType AvgBitQuadEdgeLenghtVariationIfVertexRotated(const Face &f, int w0)
{ {
assert(!f.IsD()); assert(!f.IsD());
typedef typename Face::ScalarType ScalarType;
ScalarType ScalarType
before=0, // sum of quad edges (originating from v) before=0, // sum of quad edges (originating from v)
@ -242,7 +163,7 @@ typename Face::ScalarType AvgBitQuadEdgeLenghtVariationIfVertexRotated(const Fac
int guard = 0; int guard = 0;
// rotate arond vertex // rotate arond vertex
const Face* pf = &f; const FaceType* pf = &f;
int pi = w0; int pi = w0;
int n = 0; // vertex valency int n = 0; // vertex valency
int na = 0; int na = 0;
@ -252,11 +173,11 @@ typename Face::ScalarType AvgBitQuadEdgeLenghtVariationIfVertexRotated(const Fac
else { before+= triEdge; n++; } else { before+= triEdge; n++; }
if ( pf->IsF((pi+1)%3)) { after += CounterDiag( pf ).Norm(); na++; } if ( pf->IsF((pi+1)%3)) { after += CounterDiag( pf ).Norm(); na++; }
const Face *t = pf; const FaceType *t = pf;
t = pf->FFp( pi ); t = pf->FFp( pi );
if (pf == t ) return std::numeric_limits<ScalarType>::max(); // it's a mesh border! flee! if (pf == t ) return std::numeric_limits<ScalarType>::max(); // it's a mesh border! flee!
pi = pf->cFFi( pi ); pi = pf->cFFi( pi );
pi = (pi+1)%3; // Face::Next( pf->FFi( pi ) ); pi = (pi+1)%3; // FaceType::Next( pf->FFi( pi ) );
pf = t; pf = t;
assert(guard++<100); assert(guard++<100);
} while (pf != &f); } 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 pi = wedge;
int res = 0, guard=0; int res = 0, guard=0;
do { do {
if (!pf->IsAnyF()) return false; // there's a triangle! if (!pf->IsAnyF()) return false; // there's a triangle!
if (!pf->IsF(pi)) res++; if (!pf->IsF(pi)) res++;
const Face *t = pf; const FaceType *t = pf;
t = pf->FFp( pi ); t = pf->FFp( pi );
if (pf == t ) return false; if (pf == t ) return false;
pi = pf->cFFi( pi ); pi = pf->cFFi( pi );
pi = (pi+1)%3; // Face::Next( pf->FFi( pi ) ); pi = (pi+1)%3; // FaceType::Next( pf->FFi( pi ) );
pf = t; pf = t;
assert(guard++<100); assert(guard++<100);
} while (pf != &f); } while (pf != &f);
@ -284,19 +205,16 @@ typename Face::ScalarType AvgBitQuadEdgeLenghtVariationIfVertexRotated(const Fac
// given a vertex (i.e. a face and a wedge), // given a vertex (i.e. a face and a wedge),
// this function tells us if it should be rotated or not // this function tells us if it should be rotated or not
// (currently, we should iff it is shortened) // (currently, we should iff it is shortened)
template <class Face> static bool TestVertexRotation(const FaceType &f, int w0)
bool TestBitQuadVertexRotation(const Face &f, int w0)
{ {
assert(!f.IsD()); assert(!f.IsD());
// rotate quad IFF this way edges become shorter: // rotate quad IFF this way edges become shorter:
return AvgBitQuadEdgeLenghtVariationIfVertexRotated(f,w0)<0; return AvgEdgeLenghtVariationIfVertexRotated(f,w0)<0;
} }
template <class FaceType> static bool RotateVertex(FaceType &f, int w0)
bool RotateBitQuadVertex(FaceType &f, int w0)
{ {
typedef typename FaceType::ScalarType ScalarType;
int guard = 0; 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 int tmp = (pf->FFi(pi)+1)%3; pf = pf->FFp(pi); pi = tmp; // flipF
if (mustFlip) { if (mustFlip) {
if (!CheckFlipBitQuadDiag(*lastF)) return false; // cannot flip?? if (!CheckFlipDiag(*lastF)) return false; // cannot flip??
FlipBitQuadDiag(*lastF); FlipDiag(*lastF);
} }
} while (pf != stopA && pf!= stopB); } while (pf != stopA && pf!= stopB);
@ -354,16 +272,15 @@ bool RotateBitQuadVertex(FaceType &f, int w0)
// flips the faux edge of a quad // flips the faux edge of a quad
template <class Face> static void FlipEdge(FaceType &f, int k){
void FlipBitQuadEdge(Face &f, int k){
assert(!f.IsF(k)); assert(!f.IsF(k));
Face* fa = &f; FaceType* fa = &f;
Face* fb = f.FFp(k); FaceType* fb = f.FFp(k);
assert(fa!=fb); // else, rotating a border edge assert(fa!=fb); // else, rotating a border edge
// backup prev other-quads-halves // backup prev other-quads-halves
Face* fa2 = fa->FFp( FauxIndex(fa) ); FaceType* fa2 = fa->FFp( FauxIndex(fa) );
Face* fb2 = fb->FFp( FauxIndex(fb) ); FaceType* fb2 = fb->FFp( FauxIndex(fb) );
vcg::face::FlipEdge(*fa, k); vcg::face::FlipEdge(*fa, k);
@ -379,22 +296,19 @@ void FlipBitQuadEdge(Face &f, int k){
} }
// check if a quad diagonal can be topologically flipped // check if a quad diagonal can be topologically flipped
template <class Face> static bool CheckFlipDiag(FaceType &f){
bool CheckFlipBitQuadDiag(Face &f){
return (vcg::face::CheckFlipEdge(f, FauxIndex(&f) ) ); return (vcg::face::CheckFlipEdge(f, FauxIndex(&f) ) );
} }
// given a face (part of a quad), returns its diagonal // given a face (part of a quad), returns its diagonal
template <class Face> static CoordType Diag(const FaceType* f){
typename Face::CoordType Diag(const Face* f){
int i = FauxIndex(f); int i = FauxIndex(f);
return f->P1( i ) - f->P0( i ); return f->P1( i ) - f->P0( i );
} }
// given a face (part of a quad), returns other diagonal // given a face (part of a quad), returns other diagonal
template <class Face> static CoordType CounterDiag(const FaceType* f){
typename Face::CoordType CounterDiag(const Face* f){
int i = FauxIndex(f); int i = FauxIndex(f);
return f->cP2( i ) - f->cFFp( i )->cP2(f->cFFi(i) ) ; return f->cP2( i ) - f->cFFp( i )->cP2(f->cFFi(i) ) ;
} }
@ -402,22 +316,20 @@ typename Face::CoordType CounterDiag(const Face* f){
/* helper function: /* helper function:
collapses a single face along its faux edge. collapses a single face along its faux edge.
Updates FF adj of other edges. */ Updates FF adj of other edges. */
template <class Mesh> static void _CollapseDiagHalf(FaceType &f, int faux, MeshType& m)
void _CollapseQuadDiagHalf(typename Mesh::FaceType &f, int faux, Mesh& m)
{ {
typedef typename Mesh::FaceType Face;
int faux1 = (faux+1)%3; int faux1 = (faux+1)%3;
int faux2 = (faux+2)%3; int faux2 = (faux+2)%3;
Face* fA = f.FFp( faux1 ); FaceType* fA = f.FFp( faux1 );
Face* fB = f.FFp( faux2 ); FaceType* fB = f.FFp( faux2 );
int iA = f.FFi( faux1 ); int iA = f.FFi( faux1 );
int iB = f.FFi( faux2 ); int iB = f.FFi( faux2 );
if (fA==&f && fB==&f) { if (fA==&f && fB==&f) {
// both non-faux edges are borders: tri-face disappears, just remove the vertex // both non-faux edges are borders: tri-face disappears, just remove the vertex
if (DELETE_VERTICES) if (DELETE_VERTICES)
Allocator<Mesh>::DeleteVertex(m,*(f.V(faux2))); Allocator<MeshType>::DeleteVertex(m,*(f.V(faux2)));
} else { } else {
if (fA==&f) { if (fA==&f) {
fB->FFp(iB) = fB; fB->FFi(iB) = iB; 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> static void RemoveDoublet(FaceType &f, int wedge, MeshType& m){
void RemoveDoublet(typename Mesh::FaceType &f, int wedge, Mesh& m){
if (f.IsF((wedge+1)%3) ) { if (f.IsF((wedge+1)%3) ) {
typename Mesh::VertexType *v = f.V(wedge); VertexType *v = f.V(wedge);
FlipBitQuadDiag(f); FlipDiag(f);
// quick hack: recover wedge index after flip // quick hack: recover wedge index after flip
if (f.V(0)==v) wedge = 0; if (f.V(0)==v) wedge = 0;
else if (f.V(1)==v) wedge = 1; else if (f.V(1)==v) wedge = 1;
@ -449,15 +360,14 @@ void RemoveDoublet(typename Mesh::FaceType &f, int wedge, Mesh& m){
wedge = 2; wedge = 2;
} }
} }
typename Mesh::ScalarType k=(f.IsF(wedge))?1:0; ScalarType k=(f.IsF(wedge))?1:0;
CollapseQuadDiag(f, k, m); CollapseDiag(f, k, m);
typename Mesh::VertexType *v = f.V(wedge); VertexType *v = f.V(wedge);
} }
template <class Mesh> static void RemoveSinglet(FaceType &f, int wedge, MeshType& m){
void RemoveSinglet(typename Mesh::FaceType &f, int wedge, Mesh& m){ FaceType *fa, *fb; // these will die
typename Mesh::FaceType *fa, *fb; // these will die FaceType *fc, *fd; // their former neight
typename Mesh::FaceType *fc, *fd; // their former neight
fa = & f; fa = & f;
fb = fa->FFp(wedge); fb = fa->FFp(wedge);
int wa0 = wedge; int wa0 = wedge;
@ -478,15 +388,14 @@ void RemoveSinglet(typename Mesh::FaceType &f, int wedge, Mesh& m){
// faux status of survivors: unchanged // faux status of survivors: unchanged
assert( ! ( fc->IsF( wc) ) ); assert( ! ( fc->IsF( wc) ) );
assert( ! ( fd->IsF( wd) ) ); assert( ! ( fd->IsF( wd) ) );
Allocator<Mesh>::DeleteFace( m,*fa ); Allocator<MeshType>::DeleteFace( m,*fa );
Allocator<Mesh>::DeleteFace( m,*fb ); Allocator<MeshType>::DeleteFace( m,*fb );
if (DELETE_VERTICES) if (DELETE_VERTICES)
Allocator<Mesh>::DeleteVertex( m,*fa->V(wedge) ); Allocator<MeshType>::DeleteVertex( m,*fa->V(wedge) );
} }
template <class Mesh> static bool TestAndRemoveDoublet(FaceType &f, int wedge, MeshType& m){
bool TestAndRemoveDoublet(typename Mesh::FaceType &f, int wedge, Mesh& m){
if (IsDoublet(f,wedge)) { if (IsDoublet(f,wedge)) {
RemoveDoublet(f,wedge,m); RemoveDoublet(f,wedge,m);
return true; return true;
@ -494,32 +403,31 @@ bool TestAndRemoveDoublet(typename Mesh::FaceType &f, int wedge, Mesh& m){
return false; return false;
} }
template <class Mesh> static bool TestAndRemoveSinglet(FaceType &f, int wedge, MeshType& m){
bool TestAndRemoveSinglet(typename Mesh::FaceType &f, int wedge, Mesh& m){
if (IsSinglet(f,wedge)) { if (IsSinglet(f,wedge)) {
RemoveSinglet(f,wedge,m); RemoveSinglet(f,wedge,m);
return true; return true;
} }
return false; 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) // given a face and a wedge, counts its valency in terms of quads (and triangles)
// uses only FF, assumes twomanyfold // uses only FF, assumes twomanyfold
// returns -1 if border // returns -1 if border
template <class Face> static int CountBitPolygonInternalValency(const FaceType& f, int wedge){
int CountBitPolygonInternalValency(const Face& f, int wedge){ const FaceType* pf = &f;
const Face* pf = &f;
int pi = wedge; int pi = wedge;
int res = 0; int res = 0;
do { do {
if (!pf->IsF(pi)) res++; if (!pf->IsF(pi)) res++;
const Face *t = pf; const FaceType *t = pf;
t = pf->FFp( pi ); t = pf->FFp( pi );
if (pf == t ) return -1; 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; pf = t;
} while (pf != &f); } while (pf != &f);
return res; 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 // given a face and a wedge, returns if it host a doubet
// assumes tri and quad only. uses FF topology only. // assumes tri and quad only. uses FF topology only.
template <class Face> static bool IsDoublet(const FaceType& f, int wedge){
bool IsDoublet(const Face& f, int wedge){ const FaceType* pf = &f;
const Face* pf = &f;
int pi = wedge; int pi = wedge;
int res = 0, guard=0; int res = 0, guard=0;
do { do {
if (!pf->IsAnyF()) return false; // there's a triangle! if (!pf->IsAnyF()) return false; // there's a triangle!
if (!pf->IsF(pi)) res++; if (!pf->IsF(pi)) res++;
const Face *t = pf; const FaceType *t = pf;
t = pf->FFp( pi ); t = pf->FFp( pi );
if (pf == t ) return false; if (pf == t ) return false;
pi = pf->cFFi( pi ); pi = pf->cFFi( pi );
pi = (pi+1)%3; // Face::Next( pf->FFi( pi ) ); pi = (pi+1)%3; // FaceType::Next( pf->FFi( pi ) );
pf = t; pf = t;
assert(guard++<100); assert(guard++<100);
} while (pf != &f); } while (pf != &f);
return (res == 2); return (res == 2);
} }
template <class Face> static bool IsSinglet(const FaceType& f, int wedge){
bool IsSinglet(const Face& f, int wedge){ const FaceType* pf = &f;
const Face* pf = &f;
int pi = wedge; int pi = wedge;
int res = 0, guard=0; int res = 0, guard=0;
do { do {
if (!pf->IsAnyF()) return false; // there's a triangle! if (!pf->IsAnyF()) return false; // there's a triangle!
if (!pf->IsF(pi)) res++; if (!pf->IsF(pi)) res++;
const Face *t = pf; const FaceType *t = pf;
t = pf->FFp( pi ); t = pf->FFp( pi );
if (pf == t ) return false; if (pf == t ) return false;
pi = pf->cFFi( pi ); pi = pf->cFFi( pi );
pi = (pi+1)%3; // Face::Next( pf->FFi( pi ) ); pi = (pi+1)%3; // FaceType::Next( pf->FFi( pi ) );
pf = t; pf = t;
assert(guard++<100); assert(guard++<100);
} while (pf != &f); } while (pf != &f);
@ -566,32 +472,16 @@ bool IsSinglet(const Face& f, int wedge){
} }
static bool CollapseEdgeDirect(FaceType &f, int w0, MeshType& m){
/** collapses a quad diagonal a-b FaceType * f0 = &f;
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;
assert( !f0->IsF(w0) ); assert( !f0->IsF(w0) );
typename Mesh::VertexType *v0, *v1; VertexType *v0, *v1;
v0 = f0->V0(w0); v0 = f0->V0(w0);
v1 = f0->V1(w0); v1 = f0->V1(w0);
if (!RotateBitQuadVertex(*f0,w0)) return false; if (!RotateVertex(*f0,w0)) return false;
// quick hack: recover original wedge // 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->V1(w0) == v1 );
assert( f0->IsF(w0) ); assert( f0->IsF(w0) );
CollapseQuadDiag(*f0,PosOnDiag(*f0,false), m); CollapseDiag(*f0,PosOnDiag(*f0,false), m);
return true; return true;
} }
template <class Mesh> static bool CollapseEdge(FaceType &f, int w0, MeshType& m){
bool CollapseQuadEdge(typename Mesh::FaceType &f, int w0, Mesh& m){
typedef typename Mesh::FaceType * FaceTypeP;
FaceTypeP f0 = &f; FaceTypeP f0 = &f;
assert(!f0->IsF(w0)); // don't use this to collapse diag. 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? // choose: rotate around V0 or around V1?
if ( if (
AvgBitQuadEdgeLenghtVariationIfVertexRotated(*f0,w0) AvgEdgeLenghtVariationIfVertexRotated(*f0,w0)
< <
AvgBitQuadEdgeLenghtVariationIfVertexRotated(*f1,w1) AvgEdgeLenghtVariationIfVertexRotated(*f1,w1)
) return CollapseQuadEdgeDirect(*f0,w0,m); ) return CollapseEdgeDirect(*f0,w0,m);
else return CollapseQuadEdgeDirect(*f1,w1,m); else return CollapseEdgeDirect(*f1,w1,m);
} }
template <class Mesh>
void CollapseQuadDiag(typename Mesh::FaceType &f, const typename Mesh::CoordType &p, Mesh& m){
typedef typename Mesh::FaceType Face; /** collapses a quad diagonal a-b
typedef typename Mesh::VertexType Vert; 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
*/
Face* fa = &f; 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);
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); int fauxa = FauxIndex(fa);
Face* fb = fa->FFp(fauxa); FaceType* fb = fa->FFp(fauxa);
assert (fb!=fa); assert (fb!=fa);
int fauxb = FauxIndex(fb); int fauxb = FauxIndex(fb);
Vert* va = fa->V(fauxa); // va lives VertexType* va = fa->V(fauxa); // va lives
Vert* vb = fb->V(fauxb); // vb dies VertexType* vb = fb->V(fauxb); // vb dies
Interpolator::Apply( *(f.V0(fauxa)), *(f.V1(fauxa)), interpol, *va);
// update FV... // update FV...
bool border = false; bool border = false;
int pi = fauxb; 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 // rotate around vb, (same-sense-as-face)-wise
do { do {
pf->V(pi) = va; pf->V(pi) = va;
pi=(pi+2)%3; pi=(pi+2)%3;
Face *t = pf->FFp(pi); FaceType *t = pf->FFp(pi);
if (t==pf) { border= true; break; } if (t==pf) { border= true; break; }
pi = pf->FFi(pi); pi = pf->FFi(pi);
pf = t; pf = t;
@ -662,11 +580,11 @@ void CollapseQuadDiag(typename Mesh::FaceType &f, const typename Mesh::CoordType
// rotate around va, (counter-sense-as-face)-wise // rotate around va, (counter-sense-as-face)-wise
if (border) { if (border) {
int pi = fauxa; 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 { do {
pi=(pi+1)%3; pi=(pi+1)%3;
pf->V(pi) = va; pf->V(pi) = va;
Face *t = pf->FFp(pi); FaceType *t = pf->FFp(pi);
if (t==pf) break; if (t==pf) break;
pi = pf->FFi(pi); pi = pf->FFi(pi);
pf = t; pf = t;
@ -674,39 +592,32 @@ void CollapseQuadDiag(typename Mesh::FaceType &f, const typename Mesh::CoordType
} }
// update FF, delete faces // update FF, delete faces
_CollapseQuadDiagHalf(*fb, fauxb, m); _CollapseDiagHalf(*fb, fauxb, m);
_CollapseQuadDiagHalf(*fa, fauxa, m); _CollapseDiagHalf(*fa, fauxa, m);
if (DELETE_VERTICES) Allocator<Mesh>::DeleteVertex(m,*vb); if (DELETE_VERTICES) Allocator<MeshType>::DeleteVertex(m,*vb);
va->P() = p;
// 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 // helper function: find a good position on a diag to collapse a point
// currently, it is point in the middle, // currently, it is point in the middle,
// unless a mixed border-non border edge is collapsed, then it is an exreme // unless a mixed border-non border edge is collapsed, then it is an exreme
template <class Face> static ScalarType PosOnDiag(const FaceType& f, bool counterDiag){
typename Face::ScalarType PosOnDiag(const Face& f, bool counterDiag){
bool b0, b1, b2, b3; // which side of the quads are border bool b0, b1, b2, b3; // which side of the quads are border
const Face* fa=&f; const FaceType* fa=&f;
int ia = FauxIndex(fa); int ia = FauxIndex(fa);
const Face* fb=fa->cFFp(ia); const FaceType* fb=fa->cFFp(ia);
int ib = fa->cFFi(ia); int ib = fa->cFFi(ia);
b0 = fa->FFp((ia+1)%3) == fa; 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; b3 = fb->FFp((ib+2)%3) == fb;
if (counterDiag) { 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 { } else {
if ( (b1||b2) && !(b3||b0) ) return 0; if ( (b1||b2) && !(b3||b0) ) return 0;
if ( !(b1||b2) && (b3||b0) ) return 1; if ( !(b1||b2) && (b3||b0) ) return 1;
@ -725,10 +636,7 @@ typename Face::ScalarType PosOnDiag(const Face& f, bool counterDiag){
return 0.5f; return 0.5f;
} }
template <class Mesh> static void UpdateQualityAsValency(MeshType& m){
void UpdateQualityAsBitQuadValency(Mesh& m){
typedef typename Mesh::FaceIterator FaceIterator;
typedef typename Mesh::VertexIterator VertexIterator;
for (VertexIterator vi = m.vert.begin(); vi!=m.vert.end(); vi++) if (!vi->IsD()) { for (VertexIterator vi = m.vert.begin(); vi!=m.vert.end(); vi++) if (!vi->IsD()) {
vi->Q() = 0; 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 }} // end namespace vcg::tri