clean up the code and used new per face component
This commit is contained in:
parent
bbcfbfabc2
commit
d5e7d551ba
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@ -20,9 +20,10 @@
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* for more details. *
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* *
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****************************************************************************/
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#include <vcg/math/matrix33.h>
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#include <vcg/math/histogram.h>
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#include <vcg/complex/algorithms/update/curvature.h>
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#include <vcg/simplex/face/topology.h>
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#ifndef VCG_TANGENT_FIELD_OPERATORS
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#define VCG_TANGENT_FIELD_OPERATORS
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@ -37,142 +38,12 @@ namespace vcg {
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typedef typename MeshType::VertexType VertexType;
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typedef typename MeshType::CoordType CoordType;
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typedef typename MeshType::ScalarType ScalarType;
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typedef typename MeshType::PerFaceAttributeHandle<CoordType> PerFaceAttributeHandle;
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private:
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static ScalarType Sign(ScalarType a){return (ScalarType)((a>0)?+1:-1);}
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//static void NormalizePerVertImportanceVal(MeshType &mesh)
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//{
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// //vcg::Distribution<ScalarType> Distr;
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// ScalarType MaxK=0;
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// ScalarType MinK=0;
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// for (int i=0;i<mesh.vert.size();i++)
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// {
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// VertexType *v=&mesh.vert[i];
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// if (v->IsD())continue;
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// Distr.Add((v->K2()));
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// Distr.Add((v->K1()));
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// if (fabs(v->K1())>MaxK)
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// MaxK=fabs(fabs(v->K1()))
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// if (fabs(v->K2())>MaxK)
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// MaxK=fabs(fabs(v->K2()));*/
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// }
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// ScalarType perc0=Distr.Percentile(.1);
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// ScalarType perc1=Distr.Percentile(.9);
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// ScalarType val=perc0-perc1
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// for (int i=0;i<mesh.vert.size();i++)
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// {
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// VertexType *v=&mesh.vert[i];
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// if (v->IsD())continue;
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// ScalarType val;
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// val=(v->K1());
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// if (val<perc0)
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// val=perc0;
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// else
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// val/=perc;
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// v->K1()=val;
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// val=(v->K2());
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// if (val>perc)
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// val=perc;
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// else
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// val/=perc;
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// v->K2()=val;
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// }
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//}
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public:
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static void NormalizePerVertImportanceVal(MeshType &mesh)
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{
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vcg::Distribution<ScalarType> Distr;
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for (int i=0;i<mesh.vert.size();i++)
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{
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VertexType *v=&mesh.vert[i];
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if (v->IsD())continue;
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Distr.Add(fabs(v->K2()));
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Distr.Add(fabs(v->K1()));
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/*if (fabs(v->K1())>MaxK)
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MaxK=fabs(fabs(v->K1()));
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if (fabs(v->K2())>MaxK)
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MaxK=fabs(fabs(v->K2()));*/
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}
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ScalarType perc=Distr.Percentile(.99);
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for (int i=0;i<mesh.vert.size();i++)
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{
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VertexType *v=&mesh.vert[i];
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if (v->IsD())continue;
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ScalarType val;
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val=fabs(v->K1());
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if (val>perc)
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val=perc;
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else
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val/=perc;
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v->K1()=val;
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val=(v->K2());
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if (val>perc)
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val=perc;
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else
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val/=perc;
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v->K2()=val;
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}
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}
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static void AddCrossAttributesIfNeeded(MeshType &mesh,
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PerFaceAttributeHandle &_FHDir0,
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PerFaceAttributeHandle &_FHDir1)
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//PerFaceScalarAttributeHandle &_FHVal)
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{
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bool CrossDir0 = vcg::tri::HasPerFaceAttribute(mesh,"CrossDir0");
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bool CrossDir1 = vcg::tri::HasPerFaceAttribute(mesh,"CrossDir1");
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bool CrossVal = vcg::tri::HasPerFaceAttribute(mesh,"CrossVal");
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if (!CrossDir0)
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_FHDir0=vcg::tri::Allocator<MeshType>::AddPerFaceAttribute<CoordType>(mesh,std::string("CrossDir0"));
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else
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_FHDir0=vcg::tri::Allocator<MeshType>::GetPerFaceAttribute<CoordType>(mesh,std::string("CrossDir0"));
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if (!CrossDir1)
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_FHDir1=vcg::tri::Allocator<MeshType>::AddPerFaceAttribute<CoordType>(mesh,std::string("CrossDir1"));
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else
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_FHDir1=vcg::tri::Allocator<MeshType>::GetPerFaceAttribute<CoordType>(mesh,std::string("CrossDir1"));
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/*if (!CrossVal)
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_FHVal=vcg::tri::Allocator<MeshType>::AddPerFaceAttribute<ScalarType>(test_mesh,std::string("CrossVal"));
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else
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_FHVal=vcg::tri::Allocator<MeshType>::GetPerFaceAttribute<ScalarType>(test_mesh,std::string("CrossVal"));*/
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}
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static void CopyFaceCrossField(MeshType &left,MeshType &right)
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{
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PerFaceAttributeHandle _FHR0,_FHR1;
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PerFaceScalarAttributeHandle _FHRVal;
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bool CrossDir0 = vcg::tri::HasPerFaceAttribute(right,"CrossDir0");
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bool CrossDir1 = vcg::tri::HasPerFaceAttribute(right,"CrossDir1");
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//bool CrossVal = vcg::tri::HasPerFaceAttribute(right,"CrossVal");
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assert(CrossDir0);
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assert(CrossDir1);
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//assert(CrossVal);
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_FHR0=vcg::tri::Allocator<MeshType>::GetPerFaceAttribute<CoordType>(right,std::string("CrossDir0"));
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_FHR1=vcg::tri::Allocator<MeshType>::GetPerFaceAttribute<CoordType>(right,std::string("CrossDir1"));
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//_FHRVal=vcg::tri::Allocator<MeshType>::GetPerFaceAttribute<ScalarType>(right,std::string("CrossVal"));
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PerFaceAttributeHandle _FHL0,_FHL1;
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//PerFaceScalarAttributeHandle _FHLVal;
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AddCrossAttributesIfNeeded(left,_FHL0,_FHL1);//,_FHLVal);
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assert(left.face.size()==right.face.size());
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for (int i=0;i<left.face.size();i++)
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{
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_FHL0[i]=_FHR0[i];
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_FHL1[i]=_FHR1[i];
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//_FHLVal[i]=_FHRVal[i];
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}
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}
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static void SetVertCrossFromCurvature(MeshType &mesh)
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{
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@ -217,46 +88,29 @@ namespace vcg {
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v->N()=-v->N();
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}
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}
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///fird a tranformation matrix to transform
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///the 3D space to 2D tangent space specified
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///by the cross field (where Z=0)
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static vcg::Matrix33<ScalarType> TransformationMatrix(MeshType &mesh,const FaceType &f)
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static vcg::Matrix33<ScalarType> TransformationMatrix(const FaceType &f)
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{
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typedef typename FaceType::CoordType CoordType;
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typedef typename FaceType::ScalarType ScalarType;
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bool CrossDir0 = vcg::tri::HasPerFaceAttribute(mesh,"CrossDir0");
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assert(CrossDir0);
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PerFaceAttributeHandle Fh0= vcg::tri::Allocator<MeshType>::GetPerFaceAttribute<CoordType>(mesh,std::string("CrossDir0"));
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///transform to 3d
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CoordType axis0=Fh0[&f];
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CoordType axis1=axis0^f.cN();
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CoordType axis0=f.cPD1();
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CoordType axis1=f.cPD2();//axis0^f.cN();
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CoordType axis2=f.cN();
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vcg::Matrix33<ScalarType> Trans;
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///it must have right orientation cause of normal
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Trans[0][0]=axis0[0];
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Trans[0][1]=axis0[1];
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Trans[0][2]=axis0[2];
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Trans[1][0]=axis1[0];
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Trans[1][1]=axis1[1];
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Trans[1][2]=axis1[2];
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Trans[2][0]=axis2[0];
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Trans[2][1]=axis2[1];
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Trans[2][2]=axis2[2];
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/////then find the inverse
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return (Trans);
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//f.InvTrans=Inverse(f.Trans);
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return (vcg::TransformationMatrix(axis0,axis1,axis2));
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}
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///transform a given angle from UV (wrt the cross field)
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///to a 3D direction
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static CoordType AngleToVect(const FaceType &f,const ScalarType &angle)
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///transform a given angle in tangent space wrt X axis of
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///tangest space will return the corresponding 3D vector
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static CoordType TangetAngleToVect(const FaceType &f,const ScalarType &angle)
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{
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///find 2D vector
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vcg::Point2<ScalarType> axis2D=vcg::Point2<ScalarType>(cos(angle),sin(angle));
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///then transform
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return (InvTrans*axis3D);
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}
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///find an angle with respect to a given face by a given vector
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///in 3D space, it must be projected and normalized with respect to face's normal
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static ScalarType VectToAngle(MeshType &mesh,const FaceType &f,const CoordType &vect3D)
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///find an angle with respect to dirX on the plane perpendiculr to DirZ
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///dirX and dirZ should be perpendicular
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static ScalarType TangentVectToAngle(const CoordType dirX,
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const CoordType dirZ,
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const CoordType &vect3D)
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{
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vcg::Matrix33<ScalarType> Trans=TransformationMatrix(mesh,f);
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const CoordType dirY=dirX^dirZ;
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dirX.Normalize();
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dirY.Normalize();
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dirZ.Normalize();
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vcg::Matrix33<ScalarType> Trans=TransformationMatrix(dirX,dirY,dirZ);
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///trensform the vector to the reference frame by rotating it
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CoordType vect_transf=Trans*vect3D;
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return alpha;
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}
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///return the direction of the cross field in 3D
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///given a first direction
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///find an angle with respect to the tangent frame of given face
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static ScalarType VectToAngle(const FaceType &f,const CoordType &vect3D)
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{
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vcg::Matrix33<ScalarType> Trans=TransformationMatrix(f);
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///trensform the vector to the reference frame by rotating it
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CoordType vect_transf=Trans*vect3D;
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///then put to zero to the Z coordinate
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vcg::Point2<ScalarType> axis2D=vcg::Point2<ScalarType>(vect_transf.X(),vect_transf.Y());
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axis2D.Normalize();
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///then find the angle with respact to axis 0
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ScalarType alpha=atan2(axis2D.Y(),axis2D.X()); ////to sum up M_PI?
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if (alpha<0)
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alpha=(2*M_PI+alpha);
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if (alpha<0)
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alpha=0;
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return alpha;
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}
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///return the 4 directiona of the cross field in 3D
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///given a first direction as input
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static void CrossVector(const CoordType &dir0,
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const CoordType &norm,
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CoordType axis[4])
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const CoordType &norm,
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CoordType axis[4])
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{
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axis[0]=dir0;
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axis[1]=norm^axis[0];
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axis[3]=-axis[1];
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}
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///return the direction of the cross field in 3D
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static void CrossVector(MeshType &mesh,
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const FaceType &f,
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CoordType axis[4])
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///return the 4 direction in 3D of
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///the cross field of a given face
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static void CrossVector(const FaceType &f,
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CoordType axis[4])
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{
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bool CrossDir0 = vcg::tri::HasPerFaceAttribute(mesh,"CrossDir0");
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assert(CrossDir0);
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MeshType::PerFaceAttributeHandle<CoordType> Fh0=
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vcg::tri::Allocator<MeshType>::GetPerFaceAttribute<CoordType>(mesh,std::string("CrossDir0"));
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CoordType dir0=Fh0[&f];
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CrossVector(dir0,f.cN(),axis);
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CoordType dir0=f.cPD1();
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CoordType dir1=f.cPD2();
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axis[0]=dir0;
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axis[1]=dir1;
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axis[2]=-dir0;
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axis[3]=-dir1;
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}
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///return a specific direction given an integer 0..3
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///considering the reference direction of the cross field
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static CoordType CrossVector(MeshType &mesh,
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const FaceType &f,
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const int &index)
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static CoordType CrossVector(const FaceType &f,
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const int &index)
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{
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assert((index>=0)&&(index<4));
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CoordType axis[4];
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CrossVector(mesh,f,axis);
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CrossVector(f,axis);
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return axis[index];
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}
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///return the direction of the cross field in 3D
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static void SetCrossVector(MeshType &mesh,
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const FaceType &f,
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CoordType dir0,
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CoordType dir1)
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///set the cross field of a given face
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static void SetCrossVector(FaceType &f,
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CoordType dir0,
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CoordType dir1)
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{
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bool CrossDir0 = vcg::tri::HasPerFaceAttribute(mesh,"CrossDir0");
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assert(CrossDir0);
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bool CrossDir1 = vcg::tri::HasPerFaceAttribute(mesh,"CrossDir1");
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assert(CrossDir1);
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MeshType::PerFaceAttributeHandle<CoordType> Fh0=
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vcg::tri::Allocator<MeshType>::GetPerFaceAttribute<CoordType>(mesh,std::string("CrossDir0"));
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MeshType::PerFaceAttributeHandle<CoordType> Fh1=
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vcg::tri::Allocator<MeshType>::GetPerFaceAttribute<CoordType>(mesh,std::string("CrossDir1"));
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Fh0[f]=dir0;
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Fh1[f]=dir1;
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f.PD1()=dir0;
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f.PD2()=dir1;
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}
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///set the face cross vector from vertex one
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static void SetFaceCrossVectorFromVert(MeshType &mesh,FaceType &f)
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static void SetFaceCrossVectorFromVert(FaceType &f)
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{
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CoordType t0=f.V(0)->PD1();
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CoordType t1=f.V(1)->PD1();
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CoordType t2=f.V(2)->PD1();
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CoordType N0=f.V(0)->N();
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CoordType N1=f.V(0)->N();
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CoordType N2=f.V(0)->N();
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CoordType NF=f.N();
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CoordType bary=CoordType(0.33333,0.33333,0.33333);
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const CoordType &t0=f.V(0)->PD1();
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const CoordType &t1=f.V(1)->PD1();
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const CoordType &t2=f.V(2)->PD1();
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const CoordType &N0=f.V(0)->N();
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const CoordType &N1=f.V(0)->N();
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const CoordType &N2=f.V(0)->N();
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const CoordType &NF=f.N();
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const CoordType bary=CoordType(0.33333,0.33333,0.33333);
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CoordType tF0,tF1;
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tF0=InterpolateCrossField(t0,t1,t2,N0,N1,N2,NF,bary);
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tF1=NF^tF0;
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tF0.Normalize();
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tF1.Normalize();
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SetCrossVector(mesh,f,tF0,tF1);
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SetCrossVector(f,tF0,tF1);
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}
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static void SetFaceCrossVectorFromVert(MeshType &mesh)
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{
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PerFaceAttributeHandle _FHR0,_FHR1;
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AddCrossAttributesIfNeeded(mesh,_FHR0,_FHR1);
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for (int i=0;i<mesh.face.size();i++)
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{
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FaceType *f=&mesh.face[i];
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if (f->IsD())continue;
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SetFaceCrossVectorFromVert(mesh,*f);
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SetFaceCrossVectorFromVert(*f);
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}
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}
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///rotate a given vector from a face to another
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///vector is expressend in 3d coordinates
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///rotate a given vector from the tangent space
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///of f0 to the tangent space of f1 by considering the difference of normals
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static CoordType Rotate(const FaceType &f0,const FaceType &f1,const CoordType &dir3D)
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{
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CoordType N0=f0.cN();
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@ -388,6 +258,7 @@ namespace vcg {
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}
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// returns the 90 deg rotation of a (around n) most similar to target b
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/// a and b should be in the same plane orthogonal to N
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static CoordType K_PI(const CoordType &a, const CoordType &b, const CoordType &n)
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{
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CoordType c = (a^n).normalized();
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@ -398,13 +269,13 @@ namespace vcg {
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///interpolate cross field with barycentric coordinates
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static CoordType InterpolateCrossField(const CoordType &t0,
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const CoordType &t1,
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const CoordType &t2,
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const CoordType &n0,
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const CoordType &n1,
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const CoordType &n2,
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const CoordType &target_n,
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const CoordType &bary)
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const CoordType &t1,
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const CoordType &t2,
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const CoordType &n0,
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const CoordType &n1,
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const CoordType &n2,
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const CoordType &target_n,
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const CoordType &bary)
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{
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vcg::Matrix33<ScalarType> R0=vcg::RotationMatrix(n0,target_n);
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vcg::Matrix33<ScalarType> R1=vcg::RotationMatrix(n1,target_n);
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@ -413,9 +284,7 @@ namespace vcg {
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CoordType trans0=R0*t0;
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CoordType trans1=R1*t1;
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CoordType trans2=R2*t2;
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/*CoordType trans0=t0;
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CoordType trans1=t1;
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CoordType trans2=t2;*/
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///normalize it
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trans0.Normalize();
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trans1.Normalize();
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trans2.Normalize();
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@ -431,10 +300,10 @@ namespace vcg {
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///interpolate cross field with barycentric coordinates using normalized weights
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static typename typename CoordType InterpolateCrossField(const std::vector<CoordType> &TangVect,
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const std::vector<ScalarType> &Weight,
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const std::vector<CoordType> &Norms,
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const typename CoordType &BaseNorm,
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const typename CoordType &BaseDir)
|
||||
const std::vector<ScalarType> &Weight,
|
||||
const std::vector<CoordType> &Norms,
|
||||
const typename CoordType &BaseNorm,
|
||||
const typename CoordType &BaseDir)
|
||||
{
|
||||
typedef typename FaceType::CoordType CoordType;
|
||||
typedef typename FaceType::ScalarType ScalarType;
|
||||
|
@ -456,11 +325,11 @@ namespace vcg {
|
|||
|
||||
///interpolate cross field with scalar weight
|
||||
static typename FaceType::CoordType InterpolateCrossFieldLine(const typename FaceType::CoordType &t0,
|
||||
const typename FaceType::CoordType &t1,
|
||||
const typename FaceType::CoordType &n0,
|
||||
const typename FaceType::CoordType &n1,
|
||||
const typename FaceType::CoordType &target_n,
|
||||
const typename FaceType::ScalarType &weight)
|
||||
const typename FaceType::CoordType &t1,
|
||||
const typename FaceType::CoordType &n0,
|
||||
const typename FaceType::CoordType &n1,
|
||||
const typename FaceType::CoordType &target_n,
|
||||
const typename FaceType::ScalarType &weight)
|
||||
{
|
||||
vcg::Matrix33<ScalarType> R0=vcg::RotationMatrix(n0,target_n);
|
||||
vcg::Matrix33<ScalarType> R1=vcg::RotationMatrix(n1,target_n);
|
||||
|
@ -479,8 +348,8 @@ namespace vcg {
|
|||
|
||||
///return the difference of two cross field, values between [0,0.5]
|
||||
static typename FaceType::ScalarType DifferenceCrossField(const typename FaceType::CoordType &t0,
|
||||
const typename FaceType::CoordType &t1,
|
||||
const typename FaceType::CoordType &n)
|
||||
const typename FaceType::CoordType &t1,
|
||||
const typename FaceType::CoordType &n)
|
||||
{
|
||||
CoordType trans0=t0;
|
||||
CoordType trans1=K_PI(t1,t0,n);
|
||||
|
@ -501,18 +370,20 @@ namespace vcg {
|
|||
return diff;
|
||||
}
|
||||
|
||||
///compute the mismatch between 2 faces
|
||||
static int MissMatch(MeshType &mesh,
|
||||
const FaceType &f0,
|
||||
const FaceType &f1)
|
||||
///compute the mismatch between 2 directions
|
||||
///each one si perpendicular to its own normal
|
||||
static int MissMatch(const CoordType &dir0,
|
||||
const CoordType &dir1,
|
||||
const CoordType &N0,
|
||||
const CoordType &N1)
|
||||
{
|
||||
CoordType dir0=CrossVector(mesh,f0,0);
|
||||
CoordType dir1=CrossVector(mesh,f1,0);
|
||||
CoordType dir0Rot=Rotate(dir0,N0,N1);
|
||||
CoordType dir1Rot=dir1;
|
||||
|
||||
CoordType dir1Rot=Rotate(f1,f0,dir1);
|
||||
dir0Rot.Normalize();
|
||||
dir1Rot.Normalize();
|
||||
|
||||
ScalarType angle_diff=VectToAngle(mesh,f0,dir1Rot);
|
||||
|
||||
ScalarType angle_diff=VectToAngle(dir0Rot,N0,dir1Rot);
|
||||
|
||||
ScalarType step=M_PI/2.0;
|
||||
int i=(int)floor((angle_diff/step)+0.5);
|
||||
|
@ -524,130 +395,41 @@ namespace vcg {
|
|||
return k;
|
||||
}
|
||||
|
||||
static void SortedFaces(MeshType &mesh,
|
||||
VertexType &v,
|
||||
std::vector<FaceType*> &faces)
|
||||
///compute the mismatch between 2 faces
|
||||
static int MissMatch(const FaceType &f0,
|
||||
const FaceType &f1)
|
||||
{
|
||||
typedef typename VertexType::FaceType FaceType;
|
||||
CoordType dir0=CrossVector(f0,0);
|
||||
CoordType dir1=CrossVector(f1,0);
|
||||
|
||||
///check that is not on border..
|
||||
assert (!v.IsB());
|
||||
CoordType dir1Rot=Rotate(f1,f0,dir1);
|
||||
dir1Rot.Normalize();
|
||||
|
||||
///get first face sharing the edge
|
||||
FaceType *f_init=v.VFp();
|
||||
int edge_init=v.VFi();
|
||||
ScalarType angle_diff=VectToAngle(f0,dir1Rot);
|
||||
|
||||
///and initialize the pos
|
||||
vcg::face::Pos<FaceType> VFI(f_init,edge_init);
|
||||
bool complete_turn=false;
|
||||
do
|
||||
{
|
||||
FaceType *curr_f=VFI.F();
|
||||
faces.push_back(curr_f);
|
||||
|
||||
int curr_edge=VFI.E();
|
||||
|
||||
///assert that is not a border edge
|
||||
assert(curr_f->FFp(curr_edge)!=curr_f);
|
||||
|
||||
/*///find the current missmatch
|
||||
missmatch+=(curr_f,const FaceType &f1);*/
|
||||
|
||||
///continue moving
|
||||
VFI.FlipF();
|
||||
VFI.FlipE();
|
||||
|
||||
FaceType *next_f=VFI.F();
|
||||
|
||||
///test if I've finiseh with the face exploration
|
||||
complete_turn=(next_f==f_init);
|
||||
/// or if I've just crossed a mismatch
|
||||
}while (!complete_turn);
|
||||
ScalarType step=M_PI/2.0;
|
||||
int i=(int)floor((angle_diff/step)+0.5);
|
||||
int k=0;
|
||||
if (i>=0)
|
||||
k=i%4;
|
||||
else
|
||||
k=(-(3*i))%4;
|
||||
return k;
|
||||
}
|
||||
|
||||
/////this function return true if a
|
||||
/////given vertex is a singular vertex by
|
||||
/////moving around i n a roder wai and accounting for
|
||||
/////missmatches.. it requires VF topology
|
||||
/////this function return true if a
|
||||
/////given vertex is a singular vertex by
|
||||
/////moving around i n a roder wai and accounting for
|
||||
/////missmatches
|
||||
//static bool IsSingular(MeshType &mesh,
|
||||
// VertexType &v,
|
||||
// int &missmatch)
|
||||
//{
|
||||
// typedef typename VertexType::FaceType FaceType;
|
||||
// ///check that is on border..
|
||||
// if (v.IsB())
|
||||
// return false;
|
||||
|
||||
// ///get first face sharing the edge
|
||||
// FaceType *f_init=v.VFp();
|
||||
// int edge_init=v.VFi();
|
||||
|
||||
// //int missmatch=0;
|
||||
// missmatch=0;
|
||||
// ///and initialize the pos
|
||||
// vcg::face::Pos<FaceType> VFI(f_init,edge_init);
|
||||
// bool complete_turn=false;
|
||||
// do
|
||||
// {
|
||||
// FaceType *curr_f=VFI.F();
|
||||
// int curr_edge=VFI.E();
|
||||
|
||||
// ///assert that is not a border edge
|
||||
// assert(curr_f->FFp(curr_edge)!=curr_f);
|
||||
|
||||
// /*///find the current missmatch
|
||||
// missmatch+=(curr_f,const FaceType &f1);*/
|
||||
|
||||
// ///continue moving
|
||||
// VFI.FlipF();
|
||||
// VFI.FlipE();
|
||||
|
||||
// FaceType *next_f=VFI.F();
|
||||
//
|
||||
// ///find the current missmatch
|
||||
// missmatch+=MissMatch(mesh,*curr_f,*next_f);
|
||||
|
||||
// ///test if I've finiseh with the face exploration
|
||||
// complete_turn=(next_f==f_init);
|
||||
// /// or if I've just crossed a mismatch
|
||||
// }while (!complete_turn);
|
||||
// missmatch=missmatch%4;
|
||||
// return(missmatch!=0);
|
||||
//}
|
||||
|
||||
static int SimilarDir(CoordType dir[4],
|
||||
CoordType TestD)
|
||||
{
|
||||
int ret=-1;
|
||||
ScalarType maxAcc=-1;
|
||||
for (int i=0;i<4;i++)
|
||||
{
|
||||
ScalarType testAcc=fabs(dir[i]*TestD);
|
||||
if (testAcc>maxAcc)
|
||||
{
|
||||
maxAcc=testAcc;
|
||||
ret=i;
|
||||
}
|
||||
}
|
||||
assert(ret!=-1);
|
||||
return ret;
|
||||
}
|
||||
|
||||
static bool IsSingular(MeshType &mesh,
|
||||
VertexType &v,
|
||||
int &missmatch)
|
||||
|
||||
|
||||
///return true if a given vertex is singular,
|
||||
///return also the missmatch
|
||||
static bool IsSingular(VertexType &v,int &missmatch)
|
||||
{
|
||||
typedef typename VertexType::FaceType FaceType;
|
||||
///check that is on border..
|
||||
if (v.IsB())
|
||||
return false;
|
||||
if (v.IsB())return false;
|
||||
|
||||
std::vector<FaceType*> faces;
|
||||
SortedFaces(mesh,v,faces);
|
||||
//SortedFaces(v,faces);
|
||||
vcg::face::VFOrderedStarVF_FF(v,faces);
|
||||
|
||||
missmatch=0;
|
||||
for (int i=0;i<faces.size();i++)
|
||||
{
|
||||
|
@ -655,33 +437,37 @@ namespace vcg {
|
|||
FaceType *next_f=faces[(i+1)%faces.size()];
|
||||
|
||||
///find the current missmatch
|
||||
missmatch+=MissMatch(mesh,*curr_f,*next_f);
|
||||
missmatch+=MissMatch(*curr_f,*next_f);
|
||||
|
||||
}
|
||||
missmatch=missmatch%4;
|
||||
return(missmatch!=0);
|
||||
}
|
||||
|
||||
|
||||
///select singular vertices
|
||||
static void SelectSingular(MeshType &mesh)
|
||||
{
|
||||
for (int i=0;i<mesh.vert.size();i++)
|
||||
{
|
||||
if (mesh.vert[i].IsD())continue;
|
||||
int missmatch;
|
||||
if (IsSingular(mesh,mesh.vert[i],missmatch))
|
||||
if (IsSingular(mesh.vert[i],missmatch))
|
||||
mesh.vert[i].SetS();
|
||||
else
|
||||
mesh.vert[i].ClearS();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
///load a field on the mesh, it could be a vfield file (per vertex)
|
||||
///or an ffield file (per face)
|
||||
static bool LoadFIELD(MeshType *mesh,
|
||||
const char *path_vfield,
|
||||
bool per_vertex=false)
|
||||
const char *path,
|
||||
bool per_vertex=false)
|
||||
{
|
||||
FILE *f = fopen(path_vfield,"rt");
|
||||
if (!f) {
|
||||
//if (errorMsg) sprintf(errorMsg,"Cannot Open File :(");
|
||||
|
||||
FILE *f = fopen(path,"rt");
|
||||
if (!f)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
{
|
||||
|
@ -691,13 +477,14 @@ namespace vcg {
|
|||
if (word[0]=='#') {
|
||||
// skip comment line
|
||||
while (fscanf(f,"%c",&c)!=EOF) if (c=='\n') break;
|
||||
} else {
|
||||
//if (errorMsg) sprintf(errorMsg,"The VField file should start with a comment");
|
||||
}
|
||||
else
|
||||
{
|
||||
return false;
|
||||
}
|
||||
int nnv = -1;
|
||||
if (fscanf(f,"%d",&nnv)!=1) {
|
||||
// number of vertices not read. Skip another line (ffield file?) and try again.
|
||||
if (fscanf(f,"%d",&nnv)!=1)
|
||||
{
|
||||
while (fscanf(f,"%c",&c)!=EOF) if (c=='\n') break; // skip
|
||||
fscanf(f,"%d",&nnv);
|
||||
}
|
||||
|
@ -732,8 +519,8 @@ namespace vcg {
|
|||
}
|
||||
else
|
||||
{
|
||||
FaceType *f=&mesh->face[i];
|
||||
SetCrossVector(*mesh,*f,u,v);
|
||||
mesh->face[i].PD1()=u;
|
||||
mesh->face[i].PD2()=v;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -742,13 +529,12 @@ namespace vcg {
|
|||
}
|
||||
|
||||
///transform curvature to UV space
|
||||
static vcg::Point2<ScalarType> CrosstoUV(MeshType &mesh,
|
||||
FaceType &f)
|
||||
static vcg::Point2<ScalarType> CrossToUV(FaceType &f)
|
||||
{
|
||||
typedef typename FaceType::ScalarType ScalarType;
|
||||
typedef typename FaceType::CoordType CoordType;
|
||||
|
||||
CoordType Curv=CrossVector(mesh,f,0);
|
||||
CoordType Curv=CrossVector(f,0);
|
||||
Curv.Normalize();
|
||||
|
||||
CoordType bary3d=(f.P(0)+f.P(1)+f.P(2))/3.0;
|
||||
|
|
Loading…
Reference in New Issue