#include // stuff to define the mesh #include #include #include #include #include #include #include #include #include #include "vpartition.h" #include "fragment.h" #include "decimate.h" #include using namespace vcg; using namespace tri; using namespace nxs; using namespace std; class MyEdge; class MyFace; class MyVertex: public vcg::VertexAFVMVNf { public: ScalarType w; vcg::math::Quadric q; ScalarType & W() { return w; } }; struct MyEdge: public Edge { inline MyEdge():Edge(){UberFlags()=0;} inline MyEdge(MyVertex* a,MyVertex* b):Edge(a,b){ UberFlags()=0;} }; class MyFace : public vcg::FaceAV {}; class MyMesh: public vcg::tri::TriMesh< std::vector, std::vector > {}; class MyTriEdgeCollapse: public vcg::tri::TriEdgeCollapseQuadric< MyMesh, MyTriEdgeCollapse > { public: typedef vcg::tri::TriEdgeCollapseQuadric< MyMesh, MyTriEdgeCollapse > TECQ; typedef TECQ::EdgeType EdgeType; inline MyTriEdgeCollapse( EdgeType p, int i) :TECQ(p,i){} }; float Cluster(MyMesh &mesh, unsigned int target_faces); float Quadric(MyMesh &mesh, unsigned int target_faces); float nxs::Decimate(Decimation mode, unsigned int target_faces, vector &newvert, vector &newface, vector &newbord) { for(unsigned int i = 0; i < newface.size(); i+= 3) { assert(newface[i] != newface[i+1]); assert(newface[i] != newface[i+2]); assert(newface[i+1] != newface[i+2]); } MyMesh mesh; //build mesh for(unsigned int i = 0; i < newvert.size(); i++) { MyVertex vertex; vertex.ClearFlags(); vertex.P() = newvert[i]; mesh.vert.push_back(vertex); } mesh.vn = mesh.vert.size(); for(unsigned int i = 0; i < newface.size(); i+=3) { MyFace face; face.ClearFlags(); for(int k = 0; k < 3; k++) { assert(newface[i+k] < mesh.vert.size()); face.V(k) = &mesh.vert[newface[i+k]]; } mesh.face.push_back(face); } mesh.fn = mesh.face.size(); //mark borders for(unsigned int i = 0; i < newbord.size(); i++) mesh.vert[newbord[i].start_vert].ClearW(); float error; switch(mode) { case CLUSTER: error = Cluster(mesh, target_faces); break; case QUADRIC: error = Quadric(mesh, target_faces); break; default: cerr << "Unknown simplification mode: " << mode << endl; exit(0); } newvert.clear(); newface.clear(); unsigned int totvert = 0; vector vert_remap; vert_remap.resize(mesh.vert.size(), -1); for(unsigned int i = 0; i < mesh.vert.size(); i++) { if(mesh.vert[i].IsD()) continue; newvert.push_back(mesh.vert[i].cP()); vert_remap[i] = totvert++; } MyMesh::VertexPointer vert_start = &mesh.vert[0]; for(unsigned int i = 0; i < mesh.face.size(); i++) { MyFace &face = mesh.face[i]; if(face.IsD()) continue; for(int k = 0; k < 3; k++) newface.push_back(vert_remap[face.V(k) - vert_start]); } for(unsigned int i = 0; i < newbord.size(); i++) { unsigned int &v = newbord[i].start_vert; assert(vert_remap[v] != -1); v = vert_remap[v]; } return error; } float Quadric(MyMesh &mesh, unsigned int target_faces) { vcg::tri::UpdateTopology::VertexFace(mesh); vcg::tri::UpdateBounding::Box(mesh); vcg::LocalOptimization DeciSession(mesh); MyTriEdgeCollapse::SetDefaultParams(); DeciSession.Init(); DeciSession.SetTargetSimplices(target_faces); DeciSession.DoOptimization(); float error = 0; int count = 0; for(unsigned int i = 0; i < mesh.face.size(); i++) { MyFace &face = mesh.face[i]; if(face.IsD()) continue; for(int k = 0; k < 3; k++) { error += (face.cV(k)->cP() - face.cV((k+1)%3)->cP()).Norm(); count++; } } error /= count; return error; return 0; } float Cluster(MyMesh &mesh, unsigned int target_faces) { unsigned int starting = mesh.vn; unsigned int nseeds = target_faces/2; #ifndef NDEBUG if(nseeds >= mesh.vert.size()) { cerr << "Strange! nseeds > vert.size(): " << nseeds << " >= "<< mesh.vert.size() << endl; } #endif vector remap; VPartition part; for(unsigned int i = 0; i < mesh.vert.size(); i++) { const Point3f &p = mesh.vert[i].cP(); if(!mesh.vert[i].IsW()) { part.push_back(p); remap.push_back(i); nseeds--; } } unsigned int nborder = part.size(); //Todo I should supersample before while(nseeds > 0 && part.size() < mesh.vn) { unsigned int i = rand() % mesh.vert.size(); if(mesh.vert[i].IsW() && !mesh.vert[i].IsV()) { const Point3f &p = mesh.vert[i].cP(); part.push_back(p); mesh.vert[i].SetV(); remap.push_back(i); nseeds--; } } part.Init(); vector centroid; vector count; for(unsigned int i = 0; i < 3; i++) { centroid.clear(); centroid.resize(mesh.vert.size(), Point3f(0, 0, 0)); count.clear(); count.resize(mesh.vert.size(), 0); for(unsigned int i = 0; i < mesh.vert.size(); i++) { unsigned int target = part.Locate(mesh.vert[i].cP()); centroid[target] += mesh.vert[i].cP(); count[target]++; } for(unsigned int i = nborder; i < part.size(); i++) { if(count[i] > 0) part[i] = centroid[i]/count[i]; } } for(unsigned int i = nborder; i < part.size(); i++) { assert(mesh.vert[remap[i]].IsV()); mesh.vert[remap[i]].P() = part[i]; } float error = 0; //rimappiamo le facce..... for(unsigned int i = 0; i < mesh.face.size(); i++) { MyFace &face = mesh.face[i]; for(int k = 0; k < 3; k++) { unsigned int target = part.Locate(face.V(k)->cP()); assert(target < remap.size()); assert(remap[target] < mesh.vert.size()); MyVertex &vert = mesh.vert[remap[target]]; float dist = Distance(vert.cP(), face.V(k)->cP()); if(dist > error) error = dist; face.V(k) = | } } for(unsigned int i = 0; i < mesh.face.size(); i++) { MyFace &face = mesh.face[i]; assert(!face.IsD()); for(int k = 0; k < 3; k++) { assert(face.cV(k)->IsV() || !face.cV(k)->IsW()); } if(face.cV(0) == face.cV(1) || face.cV(0) == face.cV(2) || face.cV(1) == face.cV(2)) { face.SetD(); mesh.fn--; } } for(unsigned int i = 0; i < mesh.vert.size(); i++) if(!mesh.vert[i].IsV() && mesh.vert[i].IsW()) { mesh.vert[i].SetD(); mesh.vn--; } return error; }