/**************************************************************************** * MeshLab o o * * A versatile mesh processing toolbox o o * * _ O _ * * Copyright(C) 2005 \/)\/ * * 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. * * * ****************************************************************************/ /**************************************************************************** History $Log$ Revision 1.7 2008/04/26 13:45:48 pirosu improved loss of precision minimization Revision 1.6 2008/04/26 12:50:32 pirosu commented assert Revision 1.5 2008/04/04 10:03:51 cignoni Solved namespace ambiguities caused by the removal of a silly 'using namespace' in meshmodel.h Revision 1.4 2008/03/02 15:15:50 pirosu loss of precision management Revision 1.3 2008/02/29 20:37:27 pirosu fixed zero area faces management Revision 1.2 2007/03/20 15:51:15 cignoni Update to the new texture syntax Revision 1.1 2007/02/08 13:39:59 pirosu Added Quadric Simplification(with textures) Filter ****************************************************************************/ #ifndef __VCGLIB_QUADRIC5 #define __VCGLIB_QUADRIC5 #include namespace vcg { namespace math { typedef double ScalarType; // r = a-b void inline sub_vec5(const ScalarType a[5], const ScalarType b[5], ScalarType r[5]) { r[0] = a[0] - b[0]; r[1] = a[1] - b[1]; r[2] = a[2] - b[2]; r[3] = a[3] - b[3]; r[4] = a[4] - b[4]; } // returns the in-product a*b ScalarType inline inproduct5(const ScalarType a[5], const ScalarType b[5]) { return a[0]*b[0]+a[1]*b[1]+a[2]*b[2]+a[3]*b[3]+a[4]*b[4]; } // r = out-product of a*b void inline outproduct5(const ScalarType a[5], const ScalarType b[5], ScalarType r[5][5]) { for(int i = 0; i < 5; i++) for(int j = 0; j < 5; j++) r[i][j] = a[i]*b[j]; } // r = m*v void inline prod_matvec5(const ScalarType m[5][5], const ScalarType v[5], ScalarType r[5]) { r[0] = inproduct5(m[0],v); r[1] = inproduct5(m[1],v); r[2] = inproduct5(m[2],v); r[3] = inproduct5(m[3],v); r[4] = inproduct5(m[4],v); } // r = (v transposed)*m void inline prod_vecmat5(ScalarType v[5],ScalarType m[5][5], ScalarType r[5]) { for(int i = 0; i < 5; i++) for(int j = 0; j < 5; j++) r[j] = v[j]*m[j][i]; } void inline normalize_vec5(ScalarType v[5]) { ScalarType norma = sqrt(v[0]*v[0]+v[1]*v[1]+v[2]*v[2]+v[3]*v[3]+v[4]*v[4]); v[0]/=norma; v[1]/=norma; v[2]/=norma; v[3]/=norma; v[4]/=norma; } void inline normalize_vec3(ScalarType v[3]) { ScalarType norma = sqrt(v[0]*v[0]+v[1]*v[1]+v[2]*v[2]); v[0]/=norma; v[1]/=norma; v[2]/=norma; } // dest -= m void inline sub_mat5(ScalarType dest[5][5],ScalarType m[5][5]) { for(int i = 0; i < 5; i++) for(int j = 0; j < 5; j++) dest[i][j] -= m[i][j]; } /* computes the symmetric matrix v*v */ void inline symprod_vvt5(ScalarType dest[15],ScalarType v[5]) { dest[0] = v[0]*v[0]; dest[1] = v[0]*v[1]; dest[2] = v[0]*v[2]; dest[3] = v[0]*v[3]; dest[4] = v[0]*v[4]; dest[5] = v[1]*v[1]; dest[6] = v[1]*v[2]; dest[7] = v[1]*v[3]; dest[8] = v[1]*v[4]; dest[9] = v[2]*v[2]; dest[10] = v[2]*v[3]; dest[11] = v[2]*v[4]; dest[12] = v[3]*v[3]; dest[13] = v[3]*v[4]; dest[14] = v[4]*v[4]; } /* subtracts symmetric matrix */ void inline sub_symmat5(ScalarType dest[15],ScalarType m[15]) { for(int i = 0; i < 15; i++) dest[i] -= m[i]; } } template class Quadric5 { public: typedef Scalar ScalarType; // typedef CMeshO::VertexType::FaceType FaceType; // the real quadric ScalarType a[15]; ScalarType b[5]; ScalarType c; inline Quadric5() { c = -1;} // Necessari se si utilizza stl microsoft // inline bool operator < ( const Quadric & q ) const { return false; } // inline bool operator == ( const Quadric & q ) const { return true; } bool IsValid() const { return (c>=0); } void SetInvalid() { c = -1.0; } void Zero() // Azzera le quadriche { a[0] = 0; a[1] = 0; a[2] = 0; a[3] = 0; a[4] = 0; a[5] = 0; a[6] = 0; a[7] = 0; a[8] = 0; a[9] = 0; a[10] = 0; a[11] = 0; a[12] = 0; a[13] = 0; a[14] = 0; b[0] = 0; b[1] = 0; b[2] = 0; b[3] = 0; b[4] = 0; c = 0; } void swapv(ScalarType *vv, ScalarType *ww) { ScalarType tmp; for(int i = 0; i < 5; i++) { tmp = vv[i]; vv[i] = ww[i]; ww[i] = tmp; } } // Add the right subset of the current 5D quadric to a given 3D quadric. void AddtoQ3(math::Quadric &q3) const { q3.a[0] += a[0]; q3.a[1] += a[1]; q3.a[2] += a[2]; q3.a[3] += a[5]; q3.a[4] += a[6]; q3.a[5] += a[9]; q3.b[0] += b[0]; q3.b[1] += b[1]; q3.b[2] += b[2]; q3.c += c; assert(q3.IsValid()); } // computes the real quadric and the geometric quadric using the face // The geometric quadric is added to the parameter qgeo template void byFace(FaceType &f, math::Quadric &q1, math::Quadric &q2, math::Quadric &q3, bool QualityQuadric, ScalarType BorderWeight) { double q = QualityFace(f); // if quality==0 then the geometrical quadric has just zeroes if(q) { byFace(f,true); // computes the geometrical quadric AddtoQ3(q1); AddtoQ3(q2); AddtoQ3(q3); byFace(f,false); // computes the real quadric for(int j=0;j<3;++j) { if( f.IsB(j) || QualityQuadric ) { Quadric5 temp; TexCoord2f newtex; Point3f newpoint = (f.P0(j)+f.P1(j))/2.0 + (f.N()/f.N().Norm())*Distance(f.P0(j),f.P1(j)); newtex.u() = (f.WT( (j+0)%3 ).u()+f.WT( (j+1)%3 ).u())/2.0; newtex.v() = (f.WT( (j+0)%3 ).v()+f.WT( (j+1)%3 ).v())/2.0; Point3f oldpoint = f.P2(j); TexCoord2f oldtex = f.WT((j+2)%3); f.P2(j)=newpoint; f.WT((j+2)%3).u()=newtex.u(); f.WT((j+2)%3).v()=newtex.v(); temp.byFace(f,false); // computes the full quadric if(! f.IsB(j) ) temp.Scale(0.05); else temp.Scale(BorderWeight); *this+=temp; f.P2(j)=oldpoint; f.WT((j+2)%3).u()=oldtex.u(); f.WT((j+2)%3).v()=oldtex.v(); } } } else if( (f.WT(1).u()-f.WT(0).u()) * (f.WT(2).v()-f.WT(0).v()) - (f.WT(2).u()-f.WT(0).u()) * (f.WT(1).v()-f.WT(0).v()) ) byFace(f,false); // computes the real quadric else // the area is zero also in the texture space { a[0]=a[1]=a[2]=a[3]=a[4]=a[5]=a[6]=a[7]=a[8]=a[9]=a[10]=a[11]=a[12]=a[13]=a[14]=0; b[0]=b[1]=b[2]=b[3]=b[4]=0; c=0; } } // Computes the geometrical quadric if onlygeo == true and the real quadric if onlygeo == false template void byFace(FaceType &fi, bool onlygeo) { //assert(onlygeo==false); ScalarType p[5]; ScalarType q[5]; ScalarType r[5]; // ScalarType A[5][5]; ScalarType e1[5]; ScalarType e2[5]; // computes p p[0] = fi.P(0).X(); p[1] = fi.P(0).Y(); p[2] = fi.P(0).Z(); p[3] = fi.WT(0).u(); p[4] = fi.WT(0).v(); // computes q q[0] = fi.P(1).X(); q[1] = fi.P(1).Y(); q[2] = fi.P(1).Z(); q[3] = fi.WT(1).u(); q[4] = fi.WT(1).v(); // computes r r[0] = fi.P(2).X(); r[1] = fi.P(2).Y(); r[2] = fi.P(2).Z(); r[3] = fi.WT(2).u(); r[4] = fi.WT(2).v(); if(onlygeo) { p[3] = 0; q[3] = 0; r[3] = 0; p[4] = 0; q[4] = 0; r[4] = 0; } ComputeE1E2(p,q,r,e1,e2); ComputeQuadricFromE1E2(e1,e2,p); if(IsValid()) return; // qDebug("Warning: failed to find a good 5D quadric try to permute stuff."); /* When c is very close to 0, loss of precision causes it to be computed as a negative number, which is invalid for a quadric. Vertex switches are performed in order to try to obtain a smaller loss of precision. The one with the smallest error is chosen. */ double minerror = std::numeric_limits::max(); int minerror_index = 0; for(int i = 0; i < 7; i++) // tries the 6! configurations and chooses the one with the smallest error { switch(i) { case 0: break; case 1: case 3: case 5: swapv(q,r); break; case 2: case 4: swapv(p,r); break; case 6: // every swap has loss of precision swapv(p,r); for(int j = 0; j <= minerror_index; j++) { switch(j) { case 0: break; case 1: case 3: case 5: swapv(q,r); break; case 2: case 4: swapv(p,r); break; default: assert(0); } } minerror_index = -1; break; default: assert(0); } ComputeE1E2(p,q,r,e1,e2); ComputeQuadricFromE1E2(e1,e2,p); if(IsValid()) return; else if (minerror_index == -1) // the one with the smallest error has been computed break; else if(-c < minerror) { minerror = -c; minerror_index = i; } } // failed to find a valid vertex switch // assert(-c <= 1e-8); // small error c = 0; // rounds up to zero } // Given three 5D points it compute an orthonormal basis e1 e2 void ComputeE1E2 (const ScalarType p[5], const ScalarType q[5], const ScalarType r[5], ScalarType e1[5], ScalarType e2[5]) const { ScalarType diffe[5]; ScalarType tmpmat[5][5]; ScalarType tmpvec[5]; // computes e1 math::sub_vec5(q,p,e1); math::normalize_vec5(e1); // computes e2 math::sub_vec5(r,p,diffe); math::outproduct5(e1,diffe,tmpmat); math::prod_matvec5(tmpmat,e1,tmpvec); math::sub_vec5(diffe,tmpvec,e2); math::normalize_vec5(e2); } // Given two orthonormal 5D vectors lying on the plane and one of the three points of the triangle compute the quadric. // Note it uses the same notation of the original garland 98 paper. void ComputeQuadricFromE1E2(ScalarType e1[5], ScalarType e2[5], ScalarType p[5] ) { // computes A a[0] = 1; a[1] = 0; a[2] = 0; a[3] = 0; a[4] = 0; a[5] = 1; a[6] = 0; a[7] = 0; a[8] = 0; a[9] = 1; a[10] = 0; a[11] = 0; a[12] = 1; a[13] = 0; a[14] = 1; ScalarType tmpsymmat[15]; // a compactly stored 5x5 symmetric matrix. math::symprod_vvt5(tmpsymmat,e1); math::sub_symmat5(a,tmpsymmat); math::symprod_vvt5(tmpsymmat,e2); math::sub_symmat5(a,tmpsymmat); ScalarType pe1; ScalarType pe2; pe1 = math::inproduct5(p,e1); pe2 = math::inproduct5(p,e2); // computes b ScalarType tmpvec[5]; tmpvec[0] = pe1*e1[0] + pe2*e2[0]; tmpvec[1] = pe1*e1[1] + pe2*e2[1]; tmpvec[2] = pe1*e1[2] + pe2*e2[2]; tmpvec[3] = pe1*e1[3] + pe2*e2[3]; tmpvec[4] = pe1*e1[4] + pe2*e2[4]; math::sub_vec5(tmpvec,p,b); // computes c c = math::inproduct5(p,p)-pe1*pe1-pe2*pe2; } static bool Gauss55( ScalarType x[], ScalarType C[5][5+1] ) { const ScalarType keps = (ScalarType)1e-6; int i,j,k; ScalarType eps; // Determina valore cond. eps = math::Abs(C[0][0]); for(i=1;i<5;++i) { ScalarType t = math::Abs(C[i][i]); if( eps vma) { vma = t; ma = k; } } if (vma=0; i--) // Sostituzione { ScalarType t; for (t = 0.0, j = i + 1; j < 5; j++) t += C[i][j] * x[j]; x[i] = (C[i][5] - t) / C[i][i]; if(math::IsNAN(x[i])) return false; assert(!math::IsNAN(x[i])); } return true; } // computes the minimum of the quadric, imposing the geometrical constraint (geo[3] and geo[4] are obviosly ignored) bool MinimumWithGeoContraints(ScalarType x[5],const ScalarType geo[5]) const { x[0] = geo[0]; x[1] = geo[1]; x[2] = geo[2]; ScalarType C3 = -(b[3]+geo[0]*a[3]+geo[1]*a[7]+geo[2]*a[10]); ScalarType C4 = -(b[4]+geo[0]*a[4]+geo[1]*a[8]+geo[2]*a[11]); if(a[12] != 0) { double tmp = (a[14]-a[13]*a[13]/a[12]); if(tmp == 0) return false; x[4] = (C4 - a[13]*C3/a[12])/ tmp; x[3] = (C3 - a[13]*x[4])/a[12]; } else { if(a[13] == 0) return false; x[4] = C3/a[13]; x[3] = (C4 - a[14]*x[4])/a[13]; } for(int i=0;i<5;++i) if( math::IsNAN(x[i])) return false; //assert(!math::IsNAN(x[i])); return true; } // computes the minimum of the quadric bool Minimum(ScalarType x[5]) const { ScalarType C[5][6]; C[0][0] = a[0]; C[0][1] = a[1]; C[0][2] = a[2]; C[0][3] = a[3]; C[0][4] = a[4]; C[1][0] = a[1]; C[1][1] = a[5]; C[1][2] = a[6]; C[1][3] = a[7]; C[1][4] = a[8]; C[2][0] = a[2]; C[2][1] = a[6]; C[2][2] = a[9]; C[2][3] = a[10]; C[2][4] = a[11]; C[3][0] = a[3]; C[3][1] = a[7]; C[3][2] = a[10]; C[3][3] = a[12]; C[3][4] = a[13]; C[4][0] = a[4]; C[4][1] = a[8]; C[4][2] = a[11]; C[4][3] = a[13]; C[4][4] = a[14]; C[0][5]=-b[0]; C[1][5]=-b[1]; C[2][5]=-b[2]; C[3][5]=-b[3]; C[4][5]=-b[4]; return Gauss55(&(x[0]),C); } void operator = ( const Quadric5 & q ) // Assegna una quadrica { //assert( IsValid() ); assert( q.IsValid() ); a[0] = q.a[0]; a[1] = q.a[1]; a[2] = q.a[2]; a[3] = q.a[3]; a[4] = q.a[4]; a[5] = q.a[5]; a[6] = q.a[6]; a[7] = q.a[7]; a[8] = q.a[8]; a[9] = q.a[9]; a[10] = q.a[10]; a[11] = q.a[11]; a[12] = q.a[12]; a[13] = q.a[13]; a[14] = q.a[14]; b[0] = q.b[0]; b[1] = q.b[1]; b[2] = q.b[2]; b[3] = q.b[3]; b[4] = q.b[4]; c = q.c; } // sums the geometrical and the real quadrics void operator += ( const Quadric5 & q ) { //assert( IsValid() ); assert( q.IsValid() ); a[0] += q.a[0]; a[1] += q.a[1]; a[2] += q.a[2]; a[3] += q.a[3]; a[4] += q.a[4]; a[5] += q.a[5]; a[6] += q.a[6]; a[7] += q.a[7]; a[8] += q.a[8]; a[9] += q.a[9]; a[10] += q.a[10]; a[11] += q.a[11]; a[12] += q.a[12]; a[13] += q.a[13]; a[14] += q.a[14]; b[0] += q.b[0]; b[1] += q.b[1]; b[2] += q.b[2]; b[3] += q.b[3]; b[4] += q.b[4]; c += q.c; } /* it sums the real quadric of the class with a quadric obtained by the geometrical quadric of the vertex. This quadric is obtained extending to five dimensions the geometrical quadric and simulating that it has been obtained by sums of 5-dimension quadrics which were computed using vertexes and faces with always the same values in the fourth and fifth dimensions (respectly the function parameter u and the function parameter v). this allows to simulate the inexistant continuity in vertexes with multiple texture coords however this continuity is still inexistant, so even if the algorithm makes a good collapse with this expedient,it obviously computes bad the priority......this should be adjusted with the extra weight user parameter through..... */ void inline Sum3 (const math::Quadric & q3, float u, float v) { assert( q3.IsValid() ); a[0] += q3.a[0]; a[1] += q3.a[1]; a[2] += q3.a[2]; a[5] += q3.a[3]; a[6] += q3.a[4]; a[9] += q3.a[5]; a[12] += 1; a[14] += 1; b[0] += q3.b[0]; b[1] += q3.b[1]; b[2] += q3.b[2]; b[3] -= u; b[4] -= v; c += q3.c + u*u + v*v; } void Scale(ScalarType val) { for(int i=0;i<15;++i) a[i]*=val; for(int i=0;i<5;++i) b[i]*=val; c*=val; } // returns the quadric value in v ScalarType Apply(const ScalarType v[5]) const { assert( IsValid() ); ScalarType tmpmat[5][5]; ScalarType tmpvec[5]; tmpmat[0][0] = a[0]; tmpmat[0][1] = tmpmat[1][0] = a[1]; tmpmat[0][2] = tmpmat[2][0] = a[2]; tmpmat[0][3] = tmpmat[3][0] = a[3]; tmpmat[0][4] = tmpmat[4][0] = a[4]; tmpmat[1][1] = a[5]; tmpmat[1][2] = tmpmat[2][1] = a[6]; tmpmat[1][3] = tmpmat[3][1] = a[7]; tmpmat[1][4] = tmpmat[4][1] = a[8]; tmpmat[2][2] = a[9]; tmpmat[2][3] = tmpmat[3][2] = a[10]; tmpmat[2][4] = tmpmat[4][2] = a[11]; tmpmat[3][3] = a[12]; tmpmat[3][4] = tmpmat[4][3] = a[13]; tmpmat[4][4] = a[14]; math::prod_matvec5(tmpmat,v,tmpvec); return math::inproduct5(v,tmpvec) + 2*math::inproduct5(b,v) + c; } }; } // end namespace vcg; #endif