/**************************************************************************** * 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. * * * ****************************************************************************/ /*#************************************************************************** History $Log: not supported by cvs2svn $ Revision 1.6 2008/01/12 19:07:05 ganovelli Recompiled from previous out of date version. Still to revise but working Revision 1.5 2005/12/13 17:17:19 ganovelli first importing from old version. NOT optimized! It works with VertexFace Adjacency even over non manifolds *#**************************************************************************/ #include #include #include #include #include #include #include #include /* class for computing approximated geodesic distances on a mesh. basic example: farthest vertex from a specified one MyMesh m; MyMesh::VertexPointer seed,far; MyMesh::ScalarType dist; vcg::Geo g; g.FarthestVertex(m,seed,far,d); */ namespace vcg{ namespace tri{ template class Geo{ public: typedef typename MeshType::VertexType VertexType; typedef typename MeshType::VertexIterator VertexIterator; typedef typename MeshType::VertexPointer VertexPointer; typedef typename MeshType::FaceType FaceType; typedef typename MeshType::CoordType CoordType; typedef typename MeshType::ScalarType ScalarType; /* Auxiliary class for keeping the heap of vertices to visit and their estimated distance */ struct VertDist{ VertDist(){} VertDist(VertexPointer _v, ScalarType _d):v(_v),d(_d){} VertexPointer v; ScalarType d; }; /* Temporary data to associate to all the vertices: estimated distance and boolean flag */ struct TempData{ TempData(){} TempData(const ScalarType & d_){d=d_;visited=false;} ScalarType d; bool visited; }; typedef SimpleTempData, TempData > TempDataType; //TempDataType * TD; struct pred: public std::binary_function{ pred(){}; bool operator()(const VertDist& v0, const VertDist& v1) const {return (v0.d > v1.d);} }; //************** calcolo della distanza di pw in base alle distanze note di pw1 e curr //************** sapendo che (curr,pw,pw1) e'una faccia della mesh //************** (vedi figura in file distance.gif) static ScalarType Distance(const VertexPointer &pw, const VertexPointer &pw1, const VertexPointer &curr, const ScalarType &d_pw1, const ScalarType &d_curr) { ScalarType curr_d=0; CoordType w_c = pw->cP()- curr->cP(); CoordType w_w1 = pw->cP()- pw1->cP(); CoordType w1_c = pw1->cP()- curr->cP(); ScalarType ew_c = (w_c).Norm(); ScalarType ew_w1 = (w_w1).Norm(); ScalarType ec_w1 = (w1_c).Norm(); ScalarType alpha,alpha_, beta,beta_,theta,h,delta,s,a,b; alpha = acos((w_c*w1_c)/(ew_c*ec_w1)); s = (d_curr + d_pw1+ec_w1)/2; a = s/ec_w1; b = a*s; alpha_ = 2*acos ( math::Min(1.0,sqrt( (b- a* d_pw1)/d_curr))); if ( alpha+alpha_ > M_PI){ curr_d = d_curr + ew_c; }else { beta_ = 2*acos ( math::Min(1.0,sqrt( (b- a* d_curr)/d_pw1))); beta = acos((w_w1)*(-w1_c)/(ew_w1*ec_w1)); if ( beta+beta_ > M_PI) curr_d = d_pw1 + ew_w1; else { theta = ScalarType(M_PI)-alpha-alpha_; delta = cos(theta)* ew_c; h = sin(theta)* ew_c; curr_d = sqrt( pow(h,2)+ pow(d_curr + delta,2)); } } return (curr_d); } /* starting from the seeds, it assign a distance value to each vertex. The distance of a vertex is its approximated geodesic distance to the closest seeds. This is function is not meant to be called (although is not prevented). Instead, it is invoked by wrapping function. */ static VertexPointer Visit( MeshType & m, std::vector & _frontier, ScalarType & max_distance, bool farthestOnBorder = false ) { bool isLeaf,toQueue; std::vector frontier; VertexIterator ii; std::list children; VertexPointer curr,farthest,pw1; typename std::list::iterator is; std::deque leaves; std::vector > expansion; typename std::vector ::iterator ifr; face::VFIterator x;int k; VertexPointer pw; //Requirements assert(m.HasVFTopology()); assert(!_frontier.empty()); TempDataType * TD; TD = new TempDataType(m.vert,-1.0); //TD->Start(TempData(-1.0)); for(ifr = _frontier.begin(); ifr != _frontier.end(); ++ifr){ (*TD)[(*ifr).v].visited= true; (*TD)[(*ifr).v].d = 0.0; (*ifr).d = 0.0; } for(ifr = _frontier.begin(); ifr != _frontier.end(); ++ifr) { // determina la distanza dei vertici della fan for( x.f = (*ifr).v->VFp(), x.z = (*ifr).v->VFi(); x.f!=0; ++x ) for(k=0;k<2;++k) { if(k==0) pw = x.f->V1(x.z); else pw = x.f->V2(x.z); if((*TD)[pw].d ==-1){ (*TD)[pw].d = vcg::Distance(pw->cP(),(*ifr).v->cP()); frontier.push_back(VertDist(pw,(*TD)[pw].d)); } } } // initialize Heap make_heap(frontier.begin(),frontier.end(),pred()); ScalarType curr_d,d_curr = 0.0; max_distance=0.0; typename std::vector:: iterator iv; while(!frontier.empty()) { //printf("size: %d\n", frontier.size()); expansion.clear(); pop_heap(frontier.begin(),frontier.end(),pred()); curr = (frontier.back()).v; frontier.pop_back(); d_curr = (*TD)[curr].d; (*TD)[curr].visited = true; isLeaf = (!farthestOnBorder || curr->IsB()); face::VFIterator x;int k; for( x.f = curr->VFp(), x.z = curr->VFi(); x.f!=0; ++x ) for(k=0;k<2;++k) { if(k==0) { pw = x.f->V1(x.z); pw1=x.f->V2(x.z); } else { pw = x.f->V2(x.z); pw1=x.f->V1(x.z); } const ScalarType & d_pw1 = (*TD)[pw1].d; if((! (*TD)[pw1].visited ) || d_curr == 0.0) { if( (*TD)[pw].d == -1){ curr_d = (*TD)[curr].d + (pw->P()-curr->P()).Norm(); expansion.push_back(std::pair(pw,curr_d)); } continue; } assert( (*TD)[pw1].d != -1); assert( (curr!=pw) && (pw!=pw1) && (pw1 != curr)); assert(d_pw1!=-1.0); curr_d=Distance(pw,pw1,curr,d_pw1,d_curr); ////************** calcolo della distanza di pw in base alle distanze note di pw1 e curr ////************** sapendo che (curr,pw,pw1) e'una faccia della mesh ////************** (vedi figura in file distance.gif) //Point3 w_c = pw->cP()- curr->cP(); //Point3 w_w1 = pw->cP()- pw1->cP(); //Point3 w1_c = pw1->cP()- curr->cP(); //ScalarType ew_c = (w_c).Norm(); //ScalarType ew_w1 = (w_w1).Norm(); //ScalarType ec_w1 = (w1_c).Norm(); //ScalarType alpha,alpha_, beta,beta_,theta,h,delta,s,a,b; //alpha = acos((w_c*w1_c)/(ew_c*ec_w1)); //s = (d_curr + d_pw1+ec_w1)/2; //a = s/ec_w1; //b = a*s; //alpha_ = 2*acos ( math::Min(1.0,sqrt( (b- a* d_pw1)/d_curr))); //if ( alpha+alpha_ > M_PI){ // curr_d = d_curr + ew_c; // }else // { // beta_ = 2*acos ( math::Min(1.0,sqrt( (b- a* d_curr)/d_pw1))); // beta = acos((w_w1)*(-w1_c)/(ew_w1*ec_w1)); // if ( beta+beta_ > M_PI) // curr_d = d_pw1 + ew_w1; // else // { // theta = ScalarType(M_PI)-alpha-alpha_; // delta = cos(theta)* ew_c; // h = sin(theta)* ew_c; // curr_d = sqrt( pow(h,2)+ pow(d_curr + delta,2)); // } // } ////************************************************************************************** toQueue = ( (*TD)[(pw)].d==-1); if(toQueue){// se non e'gia' in coda ce lo mette expansion.push_back(std::pair(pw,curr_d)); }else { if( (*TD)[(pw)].d > curr_d ) (*TD)[(pw)].d = curr_d; } if(isLeaf){ if(d_curr > max_distance){ max_distance = d_curr; farthest = curr; } } } typename std::vector > ::iterator i; for(i = expansion.begin(); i!= expansion.end(); ++i) { (*TD)[(*i).first].d = (*i).second; frontier.push_back(VertDist((*i).first,(*TD)[(*i).first].d)); push_heap(frontier.begin(),frontier.end(),pred()); } // end for }// end while // scrivi le distanze sul campo qualita' (nn: farlo parametrico) VertexIterator vi; for(vi = m.vert.begin(); vi != m.vert.end(); ++vi) (*vi).Q() = (*TD)[&(*vi)].d; //(*TD).Stop(); delete TD; return farthest; } public: /* Given a mesh and a vector of pointers to vertices (sources), assigns the approximated geodesic distance from the cloasest source to all the mesh vertices and returns the pointer to the farthest. Note: update the field Q() of the vertices */ static void FarthestVertex( MeshType & m, std::vector & fro, VertexPointer & farthest, ScalarType & distance){ typename std::vector::iterator fi; std::vectorfr; for( fi = fro.begin(); fi != fro.end() ; ++fi) fr.push_back(VertDist(*fi,-1)); farthest = Visit(m,fr,distance,false); } /* Given a mesh and a pointers to a vertex-source (source), assigns the approximated geodesic distance from the vertex-source to all the mesh vertices and returns the pointer to the farthest Note: update the field Q() of the vertices */ static void FarthestVertex( MeshType & m, VertexPointer seed, VertexPointer & farthest, ScalarType & distance){ std::vector fro; fro.push_back( seed ); VertexPointer v0; FarthestVertex(m,fro,v0,distance); farthest = v0; } /* Same as FarthestPoint but the returned pointer is to a border vertex Note: update the field Q() of the vertices */ static void FarthestBVertex(MeshType & m, std::vector & fro, VertexPointer & farthest, ScalarType & distance){ typename std::vector::iterator fi; std::vectorfr; for( fi = fro.begin(); fi != fro.end() ; ++fi) fr.push_back(VertDist(*fi,-1)); farthest = Visit(m,fr,distance,true); } /* Same as FarthestPoint but the returned pointer is to a border vertex Note: update the field Q() of the vertices */ static void FarthestBVertex( MeshType & m, VertexPointer seed, VertexPointer & farthest, ScalarType & distance){ std::vector fro; fro.push_back( seed ); VertexPointer v0; FarthestBVertex(m,fro,v0,distance); farthest = v0; } /* Assigns to each vertex of the mesh its distance to the closest vertex on the border Note: update the field Q() of the vertices */ static void DistanceFromBorder( MeshType & m, ScalarType & distance ){ std::vector fro; VertexIterator vi; VertexPointer farthest; for(vi = m.vert.begin(); vi != m.vert.end(); ++vi) if( (*vi).IsB()) fro.push_back(&(*vi)); FarthestVertex(m,fro,farthest,distance); } }; };// end namespace tri };// end namespace vcg