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@ -130,6 +130,10 @@ static void VoronoiColoring(MeshType &m, std::vector<VertexType *> &seedVec, boo
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tri::UpdateColor<MeshType>::VertexQualityRamp(m);
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}
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// It associates the faces with a given vertex according to the vertex associations
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//
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// It READS the PerVertex attribute 'sources'
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// It WRITES the PerFace attribute 'sources'
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static void FaceAssociateRegion(MeshType &m)
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{
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@ -141,7 +145,7 @@ static void FaceAssociateRegion(MeshType &m)
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std::vector<VertexPointer> vp(3);
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for(int i=0;i<3;++i) vp[i]=vertexSources[fi->V(i)];
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for(int i=0;i<3;++i) // First try to assoiciate to the most reached vertex
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for(int i=0;i<3;++i) // First try to associate to the most reached vertex
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{
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if(vp[0]==vp[1] && vp[0]==vp[2]) faceSources[fi] = vp[0];
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else
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@ -165,7 +169,6 @@ static void FaceAssociateRegion(MeshType &m)
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for(int i=0;i<3;++i)
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vp[i]=faceSources[fi->FFp(i)];
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int cnt[3]={0,0,0};
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if(vp[0]!=0 && (vp[0]==vp[1] || vp[0]==vp[2]))
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faceSources[fi] = vp[0];
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else if(vp[1]!=0 && (vp[1]==vp[2]))
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@ -179,12 +182,14 @@ static void FaceAssociateRegion(MeshType &m)
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while(unassCnt>0);
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}
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// Select all the faces with a given source vertex <vp>
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// It reads the PerFace attribute 'sources'
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static int FaceSelectAssociateRegion(MeshType &m, VertexPointer vp)
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{
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PerFacePointerHandle sources = tri::Allocator<MeshType>:: template GetPerFaceAttribute<VertexPointer> (m,"sources");
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assert(tri::Allocator<MeshType>::IsValidHandle(m,sources));
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tri::UpdateSelection<MeshType>::FaceClear(m);
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tri::UpdateSelection<MeshType>::VertexClear(m);
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tri::UpdateSelection<MeshType>::Clear(m);
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int selCnt=0;
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for(FaceIterator fi=m.face.begin();fi!=m.face.end();++fi)
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{
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@ -197,15 +202,16 @@ static int FaceSelectAssociateRegion(MeshType &m, VertexPointer vp)
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return selCnt;
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}
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// Given a seed, it selects all the faces that have at least one vertex sourced by the given VertexPointer.
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// vp can be null (it search for unreached faces...)
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// Given a seed <vp>, it selects all the faces that have the minimal distance vertex sourced by the given <vp>.
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// <vp> can be null (it search for unreached faces...)
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// returns the number of selected faces;
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//
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// It reads the PerVertex attribute 'sources'
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static int FaceSelectRegion(MeshType &m, VertexPointer vp)
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{
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PerVertexPointerHandle sources = tri::Allocator<MeshType>:: template GetPerVertexAttribute<VertexPointer> (m,"sources");
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assert(tri::Allocator<MeshType>::IsValidHandle(m,sources));
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tri::UpdateSelection<MeshType>::FaceClear(m);
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tri::UpdateSelection<MeshType>::VertexClear(m);
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tri::UpdateSelection<MeshType>::Clear(m);
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int selCnt=0;
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for(FaceIterator fi=m.face.begin();fi!=m.face.end();++fi)
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{
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@ -366,10 +372,13 @@ static void TopologicalVertexColoring(MeshType &m, std::vector<VertexType *> &se
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}
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// This function assumes that in the mOld mesh, for each vertex you have a quality that denotes the index of the cluster
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// mNew is created by collasping onto a single vertex all the vertices that lies in the same cluster.
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// Non degenerate triangles are preserved.
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// Drastic Simplification algorithm.
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// Similar in philosopy to the classic grid clustering but using a voronoi partition instead of the regular grid.
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//
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// This function assumes that in the mOld mesh, for each vertex you have a quality that denotes the index of the cluster
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// mNew is created by collasping onto a single vertex all the vertices that lies in the same cluster.
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// Non degenerate triangles are preserved.
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static void VoronoiClustering(MeshType &mOld, MeshType &mNew, std::vector<VertexType *> &seedVec)
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{
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std::set<Point3i> clusteredFace;
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@ -398,7 +407,7 @@ static void VoronoiClustering(MeshType &mOld, MeshType &mNew, std::vector<Vertex
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}
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}
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};
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}; // end class VoronoiProcessing
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} // end namespace tri
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} // end namespace vcg
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