501 lines
15 KiB
C++
501 lines
15 KiB
C++
#ifndef MLS_ADVANCE_H
|
|
#define MLS_ADVANCE_H
|
|
|
|
#include <iostream>
|
|
#include <list>
|
|
#include <wrap/callback.h>
|
|
#include <vcg/complex/trimesh/update/topology.h>
|
|
#include <vcg/complex/trimesh/update/flag.h>
|
|
|
|
namespace vcg {
|
|
namespace tri {
|
|
|
|
class FrontEdge {
|
|
public:
|
|
int v0, v1, v2; //v0, v1 represent the FrontEdge, v2 the other vertex
|
|
//in the face this FrontEdge belongs to
|
|
int face; //index of the face
|
|
bool active; //keep tracks of wether it is in front or in deads
|
|
|
|
//the loops in the front are mantained as a double linked list
|
|
std::list<FrontEdge>::iterator next;
|
|
std::list<FrontEdge>::iterator previous;
|
|
|
|
FrontEdge() {}
|
|
FrontEdge(int _v0, int _v1, int _v2, int _face):
|
|
v0(_v0), v1(_v1), v2(_v2), face(_face), active(true) {
|
|
assert(v0 != v1 && v1 != v2 && v0 != v2);
|
|
}
|
|
};
|
|
|
|
template <class MESH> class AdvancingFront {
|
|
public:
|
|
|
|
typedef typename MESH::VertexType VertexType;
|
|
typedef typename MESH::FaceType FaceType;
|
|
typedef typename MESH::ScalarType ScalarType;
|
|
typedef typename MESH::VertexType::CoordType Point3x;
|
|
|
|
|
|
|
|
// protected:
|
|
std::list<FrontEdge> front;
|
|
std::list<FrontEdge> deads;
|
|
std::vector<int> nb; //number of fronts a vertex is into,
|
|
//this is used for the Visited and Border flags
|
|
//but adding topology may not be needed anymore
|
|
|
|
public:
|
|
|
|
MESH &mesh; //this structure will be filled by the algorithm
|
|
|
|
AdvancingFront(MESH &_mesh): mesh(_mesh) {
|
|
|
|
|
|
UpdateFlags<MESH>::FaceBorderFromNone(mesh);
|
|
UpdateFlags<MESH>::VertexBorderFromFace(mesh);
|
|
|
|
nb.clear();
|
|
nb.resize(mesh.vert.size(), 0);
|
|
|
|
CreateLoops();
|
|
}
|
|
virtual ~AdvancingFront() {}
|
|
virtual ScalarType radi() { return 0; }
|
|
|
|
void BuildMesh(CallBackPos call = NULL, int interval = 512) {
|
|
while(1) {
|
|
if(call) call(0, "Advancing front");
|
|
for(int i = 0; i < interval; i++) {
|
|
if(!front.size() && !SeedFace()) return;
|
|
AddFace();
|
|
}
|
|
}
|
|
}
|
|
|
|
protected:
|
|
//Implement these functions in your subclass
|
|
virtual bool Seed(int &v0, int &v1, int &v2) = 0;
|
|
virtual int Place(FrontEdge &e, std::list<FrontEdge>::iterator &touch) = 0;
|
|
|
|
bool CheckFrontEdge(int v0, int v1) {
|
|
int tot = 0;
|
|
//HACK to speed up things until i can use a seach structure
|
|
// int i = mesh.face.size() - 4*(front.size());
|
|
// if(front.size() < 100) i = mesh.face.size() - 100;
|
|
int i = 0;
|
|
if(i < 0) i = 0;
|
|
for(; i < (int)mesh.face.size(); i++) {
|
|
FaceType &f = mesh.face[i];
|
|
for(int k = 0; k < 3; k++) {
|
|
if(v1== (int)f.V(k) && v0 == (int)f.V((k+1)%3)) ++tot;
|
|
else if(v0 == (int)f.V(k) && v1 == (int)f.V((k+1)%3)) { //orientation non constistent
|
|
return false;
|
|
}
|
|
}
|
|
if(tot >= 2) { //non manifold
|
|
return false;
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
//create the FrontEdge loops from seed faces
|
|
void CreateLoops() {
|
|
VertexType *start = &*mesh.vert.begin();
|
|
for(int i = 0; i < (int)mesh.face.size(); i++) {
|
|
FaceType &f = mesh.face[i];
|
|
if(f.IsD()) continue;
|
|
|
|
for(int k = 0; k < 3; k++) {
|
|
if(f.IsB(k)) {
|
|
NewEdge(FrontEdge(f.V0(k) - start, f.V1(k) - start, f.V2(k) - start, i));
|
|
nb[f.V0(k)-start]++;
|
|
}
|
|
}
|
|
}
|
|
|
|
for(std::list<FrontEdge>::iterator s = front.begin(); s != front.end(); s++) {
|
|
(*s).previous = front.end();
|
|
(*s).next = front.end();
|
|
}
|
|
//now create loops:
|
|
for(std::list<FrontEdge>::iterator s = front.begin(); s != front.end(); s++) {
|
|
for(std::list<FrontEdge>::iterator j = front.begin(); j != front.end(); j++) {
|
|
if(s == j) continue;
|
|
if((*s).v1 != (*j).v0) continue;
|
|
if((*j).previous != front.end()) continue;
|
|
(*s).next = j;
|
|
(*j).previous = s;
|
|
break;
|
|
}
|
|
}
|
|
for(std::list<FrontEdge>::iterator s = front.begin(); s != front.end(); s++) {
|
|
assert((*s).next != front.end());
|
|
assert((*s).previous != front.end());
|
|
}
|
|
}
|
|
|
|
bool SeedFace() {
|
|
int v[3];
|
|
bool success = Seed(v[0], v[1], v[2]);
|
|
if(!success) return false;
|
|
|
|
nb.resize(mesh.vert.size(), 0);
|
|
|
|
//create the border of the first face
|
|
std::list<FrontEdge>::iterator e = front.end();
|
|
std::list<FrontEdge>::iterator last = e;
|
|
std::list<FrontEdge>::iterator first;
|
|
|
|
for(int i = 0; i < 3; i++) {
|
|
int v0 = v[i];
|
|
int v1 = v[((i+1)%3)];
|
|
int v2 = v[((i+2)%3)];
|
|
|
|
mesh.vert[v0].SetB();
|
|
nb[v[i]]++;
|
|
|
|
e = front.insert(front.begin(), FrontEdge(v0, v1, v2, mesh.face.size()));
|
|
if(i != 0) {
|
|
(*last).next = e;
|
|
(*e).previous = last;
|
|
} else
|
|
first = e;
|
|
|
|
last = e;
|
|
}
|
|
//connect last and first
|
|
(*last).next = first;
|
|
(*first).previous = last;
|
|
|
|
AddFace(v[0], v[1], v[2]);
|
|
return true;
|
|
}
|
|
|
|
public:
|
|
bool AddFace() {
|
|
if(!front.size()) return false;
|
|
|
|
std::list<FrontEdge>::iterator ei = front.begin();
|
|
FrontEdge ¤t = *ei;
|
|
FrontEdge &previous = *current.previous;
|
|
FrontEdge &next = *current.next;
|
|
|
|
int v0 = current.v0, v1 = current.v1;
|
|
assert(nb[v0] < 10 && nb[v1] < 10);
|
|
|
|
std::list<FrontEdge>::iterator touch = front.end();
|
|
int v2 = Place(current, touch);
|
|
|
|
if(v2 == -1) {
|
|
KillEdge(ei);
|
|
return false;
|
|
}
|
|
|
|
assert(v2 != v0 && v2 != v1);
|
|
|
|
if(touch != front.end()) {
|
|
//check for orientation and manifoldness
|
|
|
|
//touch == current.previous?
|
|
if(v2 == previous.v0) {
|
|
if(!CheckEdge(v2, v1)) {
|
|
KillEdge(ei);
|
|
return false;
|
|
}
|
|
/*touching previous FrontEdge (we reuse previous)
|
|
next
|
|
------->v2 -----> v1------>
|
|
\ /
|
|
\ /
|
|
previous \ / current
|
|
\ /
|
|
v0 */
|
|
|
|
Detach(v0);
|
|
|
|
std::list<FrontEdge>::iterator up = NewEdge(FrontEdge(v2, v1, v0, mesh.face.size()));
|
|
MoveFront(up);
|
|
(*up).previous = previous.previous;
|
|
(*up).next = current.next;
|
|
(*previous.previous).next = up;
|
|
next.previous = up;
|
|
Erase(current.previous);
|
|
Erase(ei);
|
|
Glue(up);
|
|
|
|
//touch == (*current.next).next
|
|
} else if(v2 == next.v1) {
|
|
if(!CheckEdge(v0, v2)) {
|
|
KillEdge(ei);
|
|
return false;
|
|
}
|
|
/*touching next FrontEdge (we reuse next)
|
|
previous
|
|
------->v0 -----> v2------>
|
|
\ /
|
|
\ /
|
|
\ / next
|
|
\ /
|
|
v1 */
|
|
|
|
Detach(v1);
|
|
std::list<FrontEdge>::iterator up = NewEdge(FrontEdge(v0, v2, v1, mesh.face.size()));
|
|
MoveFront(up);
|
|
(*up).previous = current.previous;
|
|
(*up).next = (*current.next).next;
|
|
previous.next = up;
|
|
(*next.next).previous = up;
|
|
Erase(current.next);
|
|
Erase(ei);
|
|
Glue(up);
|
|
} else {
|
|
if(!CheckEdge(v0, v2) || !CheckEdge(v2, v1)) {
|
|
KillEdge(ei);
|
|
return false;
|
|
}
|
|
//touching some loop: split (or merge it is local does not matter.
|
|
//like this
|
|
/*
|
|
left right
|
|
<--------v2-<------
|
|
/|\
|
|
/ \
|
|
up / \ down
|
|
/ \
|
|
/ V
|
|
----v0 - - - > v1---------
|
|
current */
|
|
std::list<FrontEdge>::iterator left = touch;
|
|
std::list<FrontEdge>::iterator right = (*touch).previous;
|
|
|
|
//this would be a really bad join
|
|
if(v1 == (*right).v0 || v0 == (*left).v1) {
|
|
KillEdge(ei);
|
|
return false;
|
|
}
|
|
|
|
nb[v2]++;
|
|
|
|
std::list<FrontEdge>::iterator down = NewEdge(FrontEdge(v2, v1, v0, mesh.face.size()));
|
|
std::list<FrontEdge>::iterator up = NewEdge(FrontEdge(v0, v2, v1, mesh.face.size()));
|
|
|
|
(*right).next = down;
|
|
(*down).previous = right;
|
|
|
|
(*down).next = current.next;
|
|
next.previous = down;
|
|
|
|
(*left).previous = up;
|
|
(*up).next = left;
|
|
|
|
(*up).previous = current.previous;
|
|
previous.next = up;
|
|
Erase(ei);
|
|
}
|
|
|
|
|
|
} else {
|
|
// assert(CheckEdge(v0, v2));
|
|
// assert(CheckEdge(v2, v1));
|
|
/* adding a new vertex
|
|
|
|
v2
|
|
/|\
|
|
/ \
|
|
up / \ down
|
|
/ \
|
|
/ V
|
|
----v0 - - - > v1--------- */
|
|
assert(!mesh.vert[v2].IsB()); //fatal error! a new point is already a border?
|
|
nb[v2]++;
|
|
mesh.vert[v2].SetB();
|
|
|
|
std::list<FrontEdge>::iterator down = NewEdge(FrontEdge(v2, v1, v0, mesh.face.size()));
|
|
std::list<FrontEdge>::iterator up = NewEdge(FrontEdge(v0, v2, v1, mesh.face.size()));
|
|
|
|
(*down).previous = up;
|
|
(*up).next = down;
|
|
(*down).next = current.next;
|
|
next.previous = down;
|
|
(*up).previous = current.previous;
|
|
previous.next = up;
|
|
Erase(ei);
|
|
}
|
|
|
|
AddFace(v0, v2, v1);
|
|
return false;
|
|
}
|
|
|
|
protected:
|
|
void AddFace(int v0, int v1, int v2) {
|
|
assert(v0 < (int)mesh.vert.size() && v1 < (int)mesh.vert.size() && v2 < (int)mesh.vert.size());
|
|
FaceType face;
|
|
face.V(0) = &mesh.vert[v0];
|
|
face.V(1) = &mesh.vert[v1];
|
|
face.V(2) = &mesh.vert[v2];
|
|
ComputeNormalizedNormal(face);
|
|
mesh.face.push_back(face);
|
|
mesh.fn++;
|
|
}
|
|
|
|
void AddVertex(VertexType &vertex) {
|
|
VertexType *oldstart = NULL;
|
|
if(mesh.vert.size()) oldstart = &*mesh.vert.begin();
|
|
mesh.vert.push_back(vertex);
|
|
mesh.vn++;
|
|
VertexType *newstart = &*mesh.vert.begin();
|
|
if(oldstart && oldstart != newstart) {
|
|
for(int i = 0; i < mesh.face.size(); i++) {
|
|
FaceType &face = mesh.face[i];
|
|
for(int k = 0; k < 3; k++)
|
|
face.V(k) = newstart + (face.V(k) - oldstart);
|
|
}
|
|
}
|
|
nb.push_back(0);
|
|
}
|
|
|
|
|
|
bool CheckEdge(int v0, int v1) {
|
|
int tot = 0;
|
|
//HACK to speed up things until i can use a seach structure
|
|
/* int i = mesh.face.size() - 4*(front.size());
|
|
if(front.size() < 100) i = mesh.face.size() - 100;
|
|
if(i < 0) i = 0;*/
|
|
VertexType *vv0 = &(mesh.vert[v0]);
|
|
VertexType *vv1 = &(mesh.vert[v1]);
|
|
|
|
for(int i = 0; i < (int)mesh.face.size(); i++) {
|
|
FaceType &f = mesh.face[i];
|
|
for(int k = 0; k < 3; k++) {
|
|
if(vv0 == f.V0(k) && vv1 == f.V1(k)) //orientation non constistent
|
|
return false;
|
|
else if(vv1 == f.V0(k) && vv0 == f.V1(k)) ++tot;
|
|
}
|
|
if(tot >= 2) { //non manifold
|
|
return false;
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
//front management:
|
|
|
|
//Add a new FrontEdge to the back of the queue
|
|
std::list<FrontEdge>::iterator NewEdge(FrontEdge e) {
|
|
return front.insert(front.end(), e);
|
|
}
|
|
|
|
//move an Edge among the dead ones
|
|
void KillEdge(std::list<FrontEdge>::iterator e) {
|
|
(*e).active = false;
|
|
deads.splice(deads.end(), front, e);
|
|
}
|
|
|
|
void Erase(std::list<FrontEdge>::iterator e) {
|
|
if((*e).active) front.erase(e);
|
|
else deads.erase(e);
|
|
}
|
|
|
|
//move an FrontEdge to the back of the queue
|
|
void MoveBack(std::list<FrontEdge>::iterator e) {
|
|
front.splice(front.end(), front, e);
|
|
}
|
|
|
|
void MoveFront(std::list<FrontEdge>::iterator e) {
|
|
front.splice(front.begin(), front, e);
|
|
}
|
|
|
|
//check if e can be sewed with one of oits neighbours
|
|
bool Glue(std::list<FrontEdge>::iterator e) {
|
|
return Glue((*e).previous, e) || Glue(e, (*e).next);
|
|
}
|
|
|
|
//Glue toghether a and b (where a.next = b
|
|
bool Glue(std::list<FrontEdge>::iterator a, std::list<FrontEdge>::iterator b) {
|
|
if((*a).v0 != (*b).v1) return false;
|
|
|
|
std::list<FrontEdge>::iterator previous = (*a).previous;
|
|
std::list<FrontEdge>::iterator next = (*b).next;
|
|
(*previous).next = next;
|
|
(*next).previous = previous;
|
|
Detach((*a).v1);
|
|
Detach((*a).v0);
|
|
Erase(a);
|
|
Erase(b);
|
|
return true;
|
|
}
|
|
|
|
void Detach(int v) {
|
|
assert(nb[v] > 0);
|
|
if(--nb[v] == 0) {
|
|
mesh.vert[v].ClearB();
|
|
}
|
|
}
|
|
};
|
|
|
|
template <class MESH> class AdvancingTest: public AdvancingFront<MESH> {
|
|
public:
|
|
typedef typename MESH::VertexType VertexType;
|
|
typedef typename MESH::VertexIterator VertexIterator;
|
|
typedef typename MESH::FaceType FaceType;
|
|
typedef typename MESH::FaceIterator FaceIterator;
|
|
|
|
typedef typename MESH::ScalarType ScalarType;
|
|
typedef typename MESH::VertexType::CoordType Point3x;
|
|
|
|
AdvancingTest(MESH &_mesh): AdvancingFront<MESH>(_mesh) {}
|
|
|
|
bool Seed(int &v0, int &v1, int &v2) {
|
|
VertexType v[3];
|
|
v[0].P() = Point3x(0, 0, 0);
|
|
v[1].P() = Point3x(1, 0, 0);
|
|
v[2].P() = Point3x(0, 1, 0);
|
|
v[0].ClearFlags();
|
|
v[1].ClearFlags();
|
|
v[2].ClearFlags();
|
|
|
|
v0 = this->mesh.vert.size();
|
|
AddVertex(v[0]);
|
|
v1 = this->mesh.vert.size();
|
|
AddVertex(v[1]);
|
|
v2 = this->mesh.vert.size();
|
|
AddVertex(v[2]);
|
|
return true;
|
|
}
|
|
|
|
int Place(FrontEdge &e, std::list<FrontEdge>::iterator &touch) {
|
|
Point3f p[3];
|
|
p[0] = this->mesh.vert[e.v0].P();
|
|
p[1] = this->mesh.vert[e.v1].P();
|
|
p[2] = this->mesh.vert[e.v2].P();
|
|
Point3f point = p[0] + p[1] - p[2];
|
|
|
|
int vn = this->mesh.vert.size();
|
|
for(int i = 0; i < this->mesh.vert.size(); i++) {
|
|
if((this->mesh.vert[i].P() - point).Norm() < 0.1) {
|
|
vn = i;
|
|
//find the border
|
|
assert(this->mesh.vert[i].IsB());
|
|
for(list<FrontEdge>::iterator k = this->front.begin(); k != this->front.end(); k++)
|
|
if((*k).v0 == i) touch = k;
|
|
for(list<FrontEdge>::iterator k = this->deads.begin(); k != this->deads.end(); k++)
|
|
if((*k).v0 == i) touch = k;
|
|
break;
|
|
}
|
|
}
|
|
if(vn == this->mesh.vert.size()) {
|
|
VertexType v;
|
|
v.P() = point;
|
|
v.ClearFlags();
|
|
AddVertex(v);
|
|
}
|
|
return vn;
|
|
}
|
|
};
|
|
|
|
}//namespace tri
|
|
}//namespace vcg
|
|
|
|
#endif
|