/**************************************************************************** * 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. * * * ****************************************************************************/ #include #include #include namespace vcg { namespace tri { /** \addtogroup trimesh */ /* @{ */ /*! * This Class is specialization of LocalModification for the edge flip * It wraps the atomic operation EdgeFlip to be used in a optimization routine. * Note that it has knowledge of the heap of the class LocalOptimization because * it is responsible of updating it after a flip has been performed * This is the simplest edge flipping class. * It flips an edge only if two adjacent faces are coplanar and the * quality of the faces improves after the flip. */ template const & p0, Point3 const & p1, Point3 const & p2) = Quality> class PlanarEdgeFlip : public LocalOptimization< TRIMESH_TYPE>::LocModType { protected: typedef typename TRIMESH_TYPE::FaceType FaceType; typedef typename TRIMESH_TYPE::FacePointer FacePointer; typedef typename TRIMESH_TYPE::FaceIterator FaceIterator; typedef typename TRIMESH_TYPE::VertexType VertexType; typedef typename TRIMESH_TYPE::ScalarType ScalarType; typedef typename TRIMESH_TYPE::VertexPointer VertexPointer; typedef typename TRIMESH_TYPE::CoordType CoordType; typedef vcg::face::Pos PosType; typedef typename LocalOptimization::HeapElem HeapElem; typedef typename LocalOptimization::HeapType HeapType; /*! * the pos of the flipping */ PosType _pos; /*! * priority in the heap */ ScalarType _priority; /*! * Mark for updating */ int _localMark; /*! * mark for up_dating */ static int& GlobalMark() { static int im = 0; return im; } static void Insert(HeapType& heap, PosType& p, int mark) { if(!p.IsBorder() && p.F()->IsW() && p.FFlip()->IsW()) { MYTYPE* newflip = new MYTYPE(p, mark); heap.push_back(HeapElem(newflip)); std::push_heap(heap.begin(), heap.end()); } } public: /*! * Default constructor */ inline PlanarEdgeFlip() { } /*! * Constructor with pos type */ inline PlanarEdgeFlip(PosType pos, int mark) { _pos = pos; _localMark = mark; _priority = ComputePriority(); } /*! * Copy Constructor */ inline PlanarEdgeFlip(const PlanarEdgeFlip &par) { _pos = par.GetPos(); _localMark = par.GetMark(); _priority = par.Priority(); } /*! */ ~PlanarEdgeFlip() { } /*! * Parameter */ static ScalarType &CoplanarAngleThresholdDeg() { static ScalarType _CoplanarAngleThresholdDeg = 0.01f; return _CoplanarAngleThresholdDeg; } inline PosType GetPos() { return _pos; } inline int GetMark() { return _localMark; } /*! * Return the LocalOptimization type */ ModifierType IsOfType() { return TriEdgeFlipOp; } /*! * Check if the pos is updated */ bool IsUpToDate() { int lastMark = _pos.F()->V(0)->IMark(); lastMark = vcg::math::Max(lastMark, _pos.F()->V(1)->IMark()); lastMark = vcg::math::Max(lastMark, _pos.F()->V(2)->IMark()); return ( _localMark >= lastMark ); } /*! * Check if this flipping operation can be performed. It is a topological and geometrical check. */ virtual bool IsFeasible() { if(!vcg::face::CheckFlipEdge(*this->_pos.F(), this->_pos.E())) return false; if( math::ToDeg( Angle(_pos.FFlip()->cN(), _pos.F()->cN()) ) > CoplanarAngleThresholdDeg() ) return false; CoordType v0, v1, v2, v3; int i = _pos.E(); v0 = _pos.F()->P0(i); v1 = _pos.F()->P1(i); v2 = _pos.F()->P2(i); v3 = _pos.F()->FFp(i)->P2(_pos.F()->FFi(i)); // Take the parallelogram formed by the adjacent faces of edge // If a corner of the parallelogram on extreme of edge to flip is >= 180 // the flip produce two identical faces - avoid this if( (Angle(v2 - v0, v1 - v0) + Angle(v3 - v0, v1 - v0) >= M_PI) || (Angle(v2 - v1, v0 - v1) + Angle(v3 - v1, v0 - v1) >= M_PI)) return false; // if any of two faces adj to edge in non writable, the flip is unfeasible if(!_pos.F()->IsW() || !_pos.F()->FFp(i)->IsW()) return false; return true; } /*! * Compute the priority of this optimization */ /* 1 /|\ / | \ 2 | 3 \ | / \|/ 0 */ virtual ScalarType ComputePriority() { CoordType v0, v1, v2, v3; int i = _pos.E(); v0 = _pos.F()->P0(i); v1 = _pos.F()->P1(i); v2 = _pos.F()->P2(i); v3 = _pos.F()->FFp(i)->P2(_pos.F()->FFi(i)); ScalarType Qa = QualityFunc(v0, v1, v2); ScalarType Qb = QualityFunc(v0, v3, v1); ScalarType QaAfter = QualityFunc(v1, v2, v3); ScalarType QbAfter = QualityFunc(v0, v3, v2); // < 0 if the average quality of faces improves after flip _priority = (Qa + Qb - QaAfter - QbAfter) / 2.0; return _priority; } /*! * Return the priority of this optimization */ virtual ScalarType Priority() const { return _priority; } /*! * Execute the flipping of the edge */ void Execute(TRIMESH_TYPE &m) { int i = _pos.E(); int j = _pos.F()->FFi(i); FacePointer f1 = _pos.F(); FacePointer f2 = _pos.F()->FFp(i); vcg::face::FlipEdge(*_pos.F(), _pos.E()); // avoid texture coordinates swap after flip if(tri::HasPerWedgeTexCoord(m)) { f2->WT((j + 1) % 3) = f1->WT((i + 2) % 3); f1->WT((i + 1) % 3) = f2->WT((j + 2) % 3); } } /*! */ const char* Info(TRIMESH_TYPE &m) { static char dump[60]; sprintf(dump,"%ld -> %ld %g\n", _pos.F()->V(0)-&m.vert[0], _pos.F()->V(1)-&m.vert[0],-_priority); return dump; } /*! */ static void Init(TRIMESH_TYPE &mesh, HeapType &heap) { heap.clear(); FaceIterator fi; for(fi = mesh.face.begin(); fi != mesh.face.end(); ++fi) { if(!(*fi).IsD() && (*fi).IsW()) { for(unsigned int i = 0; i < 3; i++) { if( !(*fi).IsB(i) && !((*fi).FFp(i)->IsD()) && (*fi).FFp(i)->IsW() ) { if((*fi).V1(i) - (*fi).V0(i) > 0) { PosType p(&*fi, i); Insert(heap, p, mesh.IMark()); } //heap.push_back( HeapElem( new MYTYPE(PosType(&*fi, i), mesh.IMark() )) ); } //endif } //endfor } } //endfor } /*! */ virtual void UpdateHeap(HeapType &heap) { GlobalMark()++; // after flip, the new edge just created is the next edge int flipped = (_pos.E() + 1) % 3; PosType pos(_pos.F(), flipped); pos.F()->V(0)->IMark() = GlobalMark(); pos.F()->V(1)->IMark() = GlobalMark(); pos.F()->V(2)->IMark() = GlobalMark(); pos.F()->FFp(flipped)->V2(pos.F()->FFi(flipped))->IMark() = GlobalMark(); pos.FlipF(); pos.FlipE(); Insert(heap, pos, GlobalMark()); pos.FlipV(); pos.FlipE(); Insert(heap, pos, GlobalMark()); pos.FlipV(); pos.FlipE(); pos.FlipF(); pos.FlipE(); Insert(heap, pos, GlobalMark()); pos.FlipV(); pos.FlipE(); Insert(heap, pos, GlobalMark()); } }; // end of PlanarEdgeFlip class template class TriEdgeFlip : public PlanarEdgeFlip { protected: typedef typename TRIMESH_TYPE::FaceType FaceType; typedef typename TRIMESH_TYPE::ScalarType ScalarType; typedef typename TRIMESH_TYPE::CoordType CoordType; typedef vcg::face::Pos PosType; public: /*! * Default constructor */ inline TriEdgeFlip() {} /*! * Constructor with pos type */ inline TriEdgeFlip(const PosType pos, int mark) { this->_pos = pos; this->_localMark = mark; this->_priority = ComputePriority(); } /*! * Copy Constructor */ inline TriEdgeFlip(const TriEdgeFlip &par) { this->_pos = par.GetPos(); this->_localMark = par.GetMark(); this->_priority = par.Priority(); } ScalarType ComputePriority() { /* 1 /|\ / | \ 2 | 3 \ | / \|/ 0 */ CoordType v0, v1, v2, v3; int i = this->_pos.E(); v0 = this->_pos.F()->P0(i); v1 = this->_pos.F()->P1(i); v2 = this->_pos.F()->P2(i); v3 = this->_pos.F()->FFp(i)->P2(this->_pos.F()->FFi(i)); // if the sum of angles in v2 e v3 is > 180, then the triangle // pair is not a delaunay triangulation ScalarType alpha = math::Abs(Angle(v0 - v2, v1 - v2)); ScalarType beta = math::Abs(Angle(v0 - v3, v1 - v3)); this->_priority = 180 - math::ToDeg((alpha + beta)); return this->_priority; } }; // This kind of flip minimize the variance of number of incident faces // on the vertices of two faces involved in the flip template class TopoEdgeFlip : public PlanarEdgeFlip { protected: typedef typename TRIMESH_TYPE::VertexPointer VertexPointer; typedef typename TRIMESH_TYPE::FaceType FaceType; typedef typename TRIMESH_TYPE::FacePointer FacePointer; typedef typename TRIMESH_TYPE::ScalarType ScalarType; typedef typename TRIMESH_TYPE::CoordType CoordType; typedef vcg::face::Pos PosType; typedef typename LocalOptimization::HeapElem HeapElem; typedef typename LocalOptimization::HeapType HeapType; typedef typename TRIMESH_TYPE::FaceIterator FaceIterator; typedef typename TRIMESH_TYPE::VertexIterator VertexIterator; public: /*! * Default constructor */ inline TopoEdgeFlip() {} /*! * Constructor with pos type */ inline TopoEdgeFlip(const PosType pos, int mark) { this->_pos = pos; this->_localMark = mark; this->_priority = ComputePriority(); } /*! * Copy Constructor */ inline TopoEdgeFlip(const TopoEdgeFlip &par) { this->_pos = par.GetPos(); this->_localMark = par.GetMark(); this->_priority = par.Priority(); } ScalarType ComputePriority() { /* 1 /|\ / | \ 2 | 3 \ | / \|/ 0 */ VertexPointer v0, v1, v2, v3; int i = this->_pos.E(); v0 = this->_pos.F()->V0(i); v1 = this->_pos.F()->V1(i); v2 = this->_pos.F()->V2(i); v3 = this->_pos.F()->FFp(i)->V2(this->_pos.F()->FFi(i)); // This kind of flip minimize the variance of number of incident faces // on the vertices of two faces involved in the flip ScalarType avg = (v0->Q() + v1->Q() + v2->Q() + v3->Q()) / 4.0; ScalarType varbefore = (powf(v0->Q() - avg, 2.0) + powf(v1->Q() - avg, 2.0) + powf(v2->Q() - avg, 2.0) + powf(v3->Q() - avg, 2.0)) / 4.0; ScalarType varafter = (powf(v0->Q() - 1 - avg, 2.0) + powf(v1->Q() - 1 - avg, 2.0) + powf(v2->Q() + 1 - avg, 2.0) + powf(v3->Q() + 1 - avg, 2.0)) / 4.0; this->_priority = varafter - varbefore; return this->_priority; } /*! * Execute the flipping of the edge */ void Execute(TRIMESH_TYPE &m) { int i = this->_pos.E(); FacePointer f1 = this->_pos.F(); FacePointer f2 = f1->FFp(i); int j = f1->FFi(i); // update the number of faces adjacent to vertices f1->V0(i)->Q()--; f1->V1(i)->Q()--; f1->V2(i)->Q()++; f2->V2(j)->Q()++; // do the flip vcg::face::FlipEdge(*this->_pos.F(), this->_pos.E()); // avoid texture coordinates swap after flip if (tri::HasPerWedgeTexCoord(m)) { f2->WT((j + 1) % 3) = f1->WT((i + 2) % 3); f1->WT((i + 1) % 3) = f2->WT((j + 2) % 3); } } static void Init(TRIMESH_TYPE &m, HeapType &heap) { // reset quality field for each vertex VertexIterator vi; for(vi = m.vert.begin(); vi != m.vert.end(); ++vi) if(!(*vi).IsD()) (*vi).Q() = 0; // for each vertex, put the number of incident faces in quality field FaceIterator fi; for(fi = m.face.begin(); fi != m.face.end(); ++fi) if(!(*fi).IsD()) for(int i = 0; i < 3; i++) (*fi).V(i)->Q()++; TriEdgeFlip::Init(m, heap); } void UpdateHeap(HeapType &heap) { this->GlobalMark()++; VertexPointer v0, v1, v2, v3; int flipped = (this->_pos.E() + 1) % 3; FacePointer f1 = this->_pos.F(); FacePointer f2 = this->_pos.F()->FFp(flipped); v0 = f1->V0(flipped); v1 = f1->V1(flipped); v2 = f1->V2(flipped); v3 = f2->V2(f1->FFi(flipped)); v0->IMark() = this->GlobalMark(); v1->IMark() = this->GlobalMark(); v2->IMark() = this->GlobalMark(); v3->IMark() = this->GlobalMark(); // edges of the first face, except the flipped edge for(int i = 0; i < 3; i++) if(i != flipped) { PosType newpos(f1, i); Insert(heap, newpos, this->GlobalMark()); } // edges of the second face, except the flipped edge for(int i = 0; i < 3; i++) if(i != f1->FFi(flipped)) { PosType newpos(f2, i); Insert(heap, newpos, this->GlobalMark()); } // every edge with v0, v1 v3 of f1 for(int i = 0; i < 3; i++) { PosType startpos(f1, i); PosType pos(startpos); do { // go to the first border (if there is one) pos.NextE(); } while(pos != startpos && !pos.IsBorder()); // if a border is reached, set startpos here if(pos.IsBorder()) startpos = pos; do { VertexPointer v = pos.VFlip(); if(v != v0 && v != v1 && v != v2 && v != v3) Insert(heap, pos, this->GlobalMark()); pos.NextE(); } while(pos != startpos && !pos.IsBorder()); } PosType startpos(f2, (f1->FFi(flipped) + 2) % 3); PosType pos(startpos); do { // go to the first border (if there is one) pos.NextE(); } while(pos != startpos && !pos.IsBorder()); // if a border is reached, set startpos here if(pos.IsBorder()) startpos = pos; do { VertexPointer v = pos.VFlip(); if(v != v0 && v != v1 && v != v2 && v != v3) Insert(heap, pos, this->GlobalMark()); pos.NextE(); } while(pos != startpos && !pos.IsBorder()); } }; } // end of namespace tri } // end of namespace vcg