/**************************************************************************** * VCGLib o o * * Visual and Computer Graphics Library o o * * _ O _ * * Copyright(C) 2004 \/)\/ * * Visual Computing Lab /\/| * * ISTI - Italian National Research Council | * * \ * * All rights reserved. * * * * This program is free software; you can redistribute it and/or modify * * it under the terms of the GNU General Public License as published by * * the Free Software Foundation; either version 2 of the License, or * * (at your option) any later version. * * * * This program is distributed in the hope that it will be useful, * * but WITHOUT ANY WARRANTY; without even the implied warranty of * * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * * GNU General Public License (http://www.gnu.org/licenses/gpl.txt) * * for more details. * * * ****************************************************************************/ #ifndef __VCG_TRI_UPDATE_QUALITY #define __VCG_TRI_UPDATE_QUALITY #include #include #include #include namespace vcg { namespace tri { /// \ingroup trimesh /// \headerfile quality.h vcg/complex/algorithms/update/quality.h /// \brief Generation of per-vertex and per-face qualities. /** It works according to various strategy, like geodesic distance from the border (UpdateQuality::VertexGeodesicFromBorder) or curvature ecc. This class is templated over the mesh and (like all other Update* classes) has only static members; Typical usage: \code MyMeshType m; UpdateQuality::VertexGeodesicFromBorder(m); \endcode */ template class UpdateQuality { public: typedef UpdateMeshType MeshType; typedef typename MeshType::ScalarType ScalarType; typedef typename MeshType::VertexType VertexType; typedef typename MeshType::VertexPointer VertexPointer; typedef typename MeshType::VertexIterator VertexIterator; typedef typename MeshType::FaceType FaceType; typedef typename MeshType::FacePointer FacePointer; typedef typename MeshType::FaceIterator FaceIterator; /** Assign to each vertex of the mesh a constant quality value. Useful for initialization. */ static void VertexConstant(MeshType &m, float q) { tri::RequirePerVertexQuality(m); for(VertexIterator vi=m.vert.begin();vi!=m.vert.end();++vi) if(!(*vi).IsD()) (*vi).Q()=q; } /** Clamp each vertex of the mesh with a range of values. */ static void VertexClamp(MeshType &m, float qmin, float qmax) { tri::RequirePerVertexQuality(m); for(VertexIterator vi=m.vert.begin();vi!=m.vert.end();++vi) if(!(*vi).IsD()) (*vi).Q()=std::min(qmax, std::max(qmin,(*vi).Q())); } /** Normalize the vertex quality so that it fits in the specified range. */ static void VertexNormalize(MeshType &m, float qmin=0.0, float qmax=1.0) { tri::RequirePerVertexQuality(m); ScalarType deltaRange = qmax-qmin; std::pair minmax = tri::Stat::ComputePerVertexQualityMinMax(m); VertexIterator vi; for(vi = m.vert.begin(); vi != m.vert.end(); ++vi) (*vi).Q() = qmin+deltaRange*((*vi).Q() - minmax.first)/(minmax.second - minmax.first); } /** Normalize the face quality so that it fits in the specified range. */ static void FaceNormalize(MeshType &m, float qmin=0.0, float qmax=1.0) { tri::RequirePerFaceQuality(m); ScalarType deltaRange = qmax-qmin; std::pair minmax = tri::Stat::ComputePerFaceQualityMinMax(m); for(FaceIterator fi = m.face.begin(); fi != m.face.end(); ++fi) (*fi).Q() = qmin+deltaRange*((*fi).Q() - minmax.first)/(minmax.second - minmax.first); } /** Assign to each face of the mesh a constant quality value. Useful for initialization. */ static void FaceConstant(MeshType &m, float q) { tri::RequirePerFaceQuality(m); for(FaceIterator fi=m.face.begin();fi!=m.face.end();++fi) (*fi).Q()=q; } /** Assign to each face of the mesh its area. */ static void FaceArea(MeshType &m) { tri::RequirePerFaceQuality(m); for(FaceIterator fi=m.face.begin();fi!=m.face.end();++fi) (*fi).Q()=vcg::DoubleArea(*fi)/ScalarType(2.0); } static void VertexFromFace( MeshType &m, bool areaWeighted=true) { tri::RequirePerFaceQuality(m); tri::RequirePerVertexQuality(m); SimpleTempData TQ(m.vert,0); SimpleTempData TCnt(m.vert,0); for(FaceIterator fi=m.face.begin();fi!=m.face.end();++fi) if(!(*fi).IsD()) { ScalarType weight=1.0; if(areaWeighted) weight = vcg::DoubleArea(*fi); for(int j=0;j<3;++j) { TQ[(*fi).V(j)]+=(*fi).Q()*weight; TCnt[(*fi).V(j)]+=weight; } } for(VertexIterator vi=m.vert.begin();vi!=m.vert.end();++vi) if(!(*vi).IsD() && TCnt[*vi]>0 ) { (*vi).Q() = TQ[*vi] / TCnt[*vi]; } } static void FaceFromVertex( MeshType &m) { tri::RequirePerFaceQuality(m); tri::RequirePerVertexQuality(m); for(FaceIterator fi=m.face.begin();fi!=m.face.end();++fi) if(!(*fi).IsD()) { (*fi).Q() = ((*fi).V(0)->Q()+(*fi).V(1)->Q()+(*fi).V(2)->Q())/3.0f; } } static void VertexFromPlane(MeshType &m, const Plane3 &pl) { for(VertexIterator vi=m.vert.begin();vi!=m.vert.end();++vi) if(!(*vi).IsD()) (*vi).Q() =SignedDistancePlanePoint(pl,(*vi).cP()); } static void VertexFromGaussianCurvatureHG(MeshType &m) { tri::RequirePerVertexQuality(m); tri::RequirePerVertexCurvature(m); for(VertexIterator vi=m.vert.begin();vi!=m.vert.end();++vi) if(!(*vi).IsD()) (*vi).Q() = (*vi).Kg(); } static void VertexFromMeanCurvatureHG(MeshType &m) { tri::RequirePerVertexQuality(m); tri::RequirePerVertexCurvature(m); for(VertexIterator vi=m.vert.begin();vi!=m.vert.end();++vi) if(!(*vi).IsD()) (*vi).Q() = (*vi).Kh(); } static void VertexFromGaussianCurvatureDir(MeshType &m) { tri::RequirePerVertexQuality(m); tri::RequirePerVertexCurvatureDir(m); for(VertexIterator vi=m.vert.begin();vi!=m.vert.end();++vi) if(!(*vi).IsD()) (*vi).Q() = (*vi).K1()*(*vi).K2(); } static void VertexFromMeanCurvatureDir(MeshType &m) { tri::RequirePerVertexQuality(m); tri::RequirePerVertexCurvatureDir(m); for(VertexIterator vi=m.vert.begin();vi!=m.vert.end();++vi) if(!(*vi).IsD()) (*vi).Q() = ((*vi).K1()+(*vi).K2())/2.0f; } /* * Absolute Curvature * * 2|H| if K >= 0 * |k1| + |k2| = < * 2 * sqrt(|H|^2-K) otherwise * * defs and formulas taken from * * Improved curvature estimation for watershed segmentation of 3-dimensional meshes * S Pulla, A Razdan, G Farin - Arizona State University, Tech. Rep, 2001 * and from * Optimizing 3D triangulations using discrete curvature analysis * N Dyn, K Hormann, SJ Kim, D Levin - Mathematical Methods for Curves and Surfaces: Oslo, 2000 */ static void VertexFromAbsoluteCurvature(MeshType &m) { VertexIterator vi; for(vi=m.vert.begin();vi!=m.vert.end();++vi) if(!(*vi).IsD()) { if((*vi).Kg() >= 0) (*vi).Q() = math::Abs( 2*(*vi).Kh() ); else (*vi).Q() = 2*math::Sqrt(math::Abs( (*vi).Kh()*(*vi).Kh() - (*vi).Kg())); } } /* * RMS Curvature = sqrt(4H^2-2K) * def and formula taken from * * Improved curvature estimation for watershed segmentation of 3-dimensional meshes * S Pulla, A Razdan, G Farin - Arizona State University, Tech. Rep, 2001 */ static void VertexFromRMSCurvature(MeshType &m) { VertexIterator vi; for(vi=m.vert.begin();vi!=m.vert.end();++vi) if(!(*vi).IsD()) (*vi).Q() = math::Sqrt(math::Abs( 4*(*vi).Kh()*(*vi).Kh() - 2*(*vi).Kg())); } /* Saturate the Face quality so that for each vertex the gradient of the quality is lower than the given threshold value (in absolute value) The saturation is done in a conservative way (quality is always decreased and never increased) Note: requires FF adjacency. */ static void FaceSaturate(MeshType &m, ScalarType gradientThr=1.0) { typedef typename MeshType::CoordType CoordType; UpdateFlags::FaceClearV(m); std::stack st; st.push(&*m.face.begin()); while(!st.empty()) { FacePointer fc = st.top(); // the center //printf("Stack size %i\n",st.size()); //printf("Pop elem %i %f\n",st.top() - &*m.vert.begin(), st.top()->Q()); st.pop(); fc->SetV(); std::vector star; typename std::vector::iterator ffi; for (int i=0;i<3;i++) { FacePointer fnext=fc->FFp(i); if (fnext!=fc)star.push_back(fnext); } CoordType bary0=(fc->P(0)+fc->P(1)+fc->P(2))/3; for(ffi=star.begin();ffi!=star.end();++ffi ) { assert(fc!=(*ffi)); float &qi = (*ffi)->Q(); CoordType bary1=((*ffi)->P(0)+(*ffi)->P(1)+(*ffi)->P(2))/3; float distGeom = Distance(bary0,bary1) / gradientThr; // Main test if the quality varies more than the geometric displacement we have to lower something. if( distGeom < fabs(qi - fc->Q())) { // center = 0 other=10 -> other = // center = 10 other=0 if(fc->Q() > qi) // first case: the center of the star has to be lowered (and re-inserted in the queue). { //printf("Reinserting center %i \n",vc - &*m.vert.begin()); fc->Q() = qi+distGeom-(ScalarType)0.00001; assert( distGeom > fabs(qi - fc->Q())); st.push(fc); break; } else { // second case: you have to lower qi, the vertex under examination. assert( distGeom < fabs(qi - fc->Q())); assert(fc->Q() < qi); float newQi = fc->Q() + distGeom -(ScalarType)0.00001; assert(newQi <= qi); assert(fc->Q() < newQi); assert( distGeom > fabs(newQi - fc->Q()) ); // printf("distGeom %f, qi %f, vc->Q() %f, fabs(qi - vc->Q()) %f\n",distGeom,qi,vc->Q(),fabs(qi - vc->Q())); qi = newQi; (*ffi)->ClearV(); } } if(!(*ffi)->IsV()) { st.push( *ffi); // printf("Reinserting side %i \n",*vvi - &*m.vert.begin()); (*ffi)->SetV(); } } } } /* Saturate the vertex quality so that for each vertex the gradient of the quality is lower than the given threshold value (in absolute value) The saturation is done in a conservative way (quality is always decreased and never increased) Note: requires VF adjacency. */ static void VertexSaturate(MeshType &m, ScalarType gradientThr=1.0) { UpdateFlags::VertexClearV(m); std::stack st; st.push(&*m.vert.begin()); while(!st.empty()) { VertexPointer vc = st.top(); // the center //printf("Stack size %i\n",st.size()); //printf("Pop elem %i %f\n",st.top() - &*m.vert.begin(), st.top()->Q()); st.pop(); vc->SetV(); std::vector star; typename std::vector::iterator vvi; face::VVStarVF(vc,star); for(vvi=star.begin();vvi!=star.end();++vvi ) { float &qi = (*vvi)->Q(); float distGeom = Distance((*vvi)->cP(),vc->cP()) / gradientThr; // Main test if the quality varies more than the geometric displacement we have to lower something. if( distGeom < fabs(qi - vc->Q())) { // center = 0 other=10 -> other = // center = 10 other=0 if(vc->Q() > qi) // first case: the center of the star has to be lowered (and re-inserted in the queue). { //printf("Reinserting center %i \n",vc - &*m.vert.begin()); vc->Q() = qi+distGeom-(ScalarType)0.00001; assert( distGeom > fabs(qi - vc->Q())); st.push(vc); break; } else { // second case: you have to lower qi, the vertex under examination. assert( distGeom < fabs(qi - vc->Q())); assert(vc->Q() < qi); float newQi = vc->Q() + distGeom -(ScalarType)0.00001; assert(newQi <= qi); assert(vc->Q() < newQi); assert( distGeom > fabs(newQi - vc->Q()) ); // printf("distGeom %f, qi %f, vc->Q() %f, fabs(qi - vc->Q()) %f\n",distGeom,qi,vc->Q(),fabs(qi - vc->Q())); qi = newQi; (*vvi)->ClearV(); } } if(!(*vvi)->IsV()) { st.push( *vvi); // printf("Reinserting side %i \n",*vvi - &*m.vert.begin()); (*vvi)->SetV(); } } } } }; //end class } // end namespace } // end namespace #endif