vcglib/vcg/complex/trimesh/create/resampler.h

599 lines
18 KiB
C++

/****************************************************************************
* 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. *
* *
****************************************************************************/
#ifndef __VCG_MESH_RESAMPLER
#define __VCG_MESH_RESAMPLER
#include <vcg/complex/trimesh/update/normal.h>
#include <vcg/complex/trimesh/update/flag.h>
#include <vcg/complex/trimesh/update/bounding.h>
#include <vcg/complex/trimesh/update/edges.h>
#include <vcg/complex/trimesh/create/marching_cubes.h>
#include <vcg/space/index/grid_static_ptr.h>
#include <vcg/complex/trimesh/closest.h>
#include <vcg/space/box3.h>
namespace vcg {
namespace tri {
/** \addtogroup trimesh */
/*@{*/
/*@{*/
/** Class Resampler.
This is class reasmpling a mesh using marching cubes methods
@param OLD_MESH_TYPE (Template Parameter) Specifies the type of mesh to be resampled
@param NEW_MESH_TYPE (Template Parameter) Specifies the type of output mesh.
*/
template <class OLD_MESH_TYPE,class NEW_MESH_TYPE, class FLT, class DISTFUNCTOR = vcg::face::PointDistanceBaseFunctor<typename OLD_MESH_TYPE::ScalarType > >
class Resampler : public BasicGrid<FLT>
{
typedef OLD_MESH_TYPE Old_Mesh;
typedef NEW_MESH_TYPE New_Mesh;
//template <class OLD_MESH_TYPE,class NEW_MESH_TYPE>
class Walker : BasicGrid<float>
{
private:
typedef int VertexIndex;
typedef OLD_MESH_TYPE Old_Mesh;
typedef NEW_MESH_TYPE New_Mesh;
typedef typename New_Mesh::CoordType NewCoordType;
typedef typename New_Mesh::VertexType* VertexPointer;
typedef typename Old_Mesh::FaceContainer FaceCont;
typedef typename vcg::GridStaticPtr<typename Old_Mesh::FaceType> GridType;
protected:
int SliceSize;
int CurrentSlice;
typedef tri::FaceTmark<Old_Mesh> MarkerFace;
MarkerFace markerFunctor;
VertexIndex *_x_cs; // indici dell'intersezioni della superficie lungo gli Xedge della fetta corrente
VertexIndex *_y_cs; // indici dell'intersezioni della superficie lungo gli Yedge della fetta corrente
VertexIndex *_z_cs; // indici dell'intersezioni della superficie lungo gli Zedge della fetta corrente
VertexIndex *_x_ns; // indici dell'intersezioni della superficie lungo gli Xedge della prossima fetta
VertexIndex *_z_ns; // indici dell'intersezioni della superficie lungo gli Zedge della prossima fetta
//float *_v_cs;///values of distance fields for each direction in current slice
//float *_v_ns;///values of distance fields for each direction in next slice
typedef typename std::pair<bool,float> field_value;
field_value* _v_cs;
field_value* _v_ns;
New_Mesh *_newM;
Old_Mesh *_oldM;
GridType _g;
public:
float max_dim; // the limit value of the search (that takes into account of the offset)
float offset; // an offset value that is always added to the returned value. Useful for extrarting isosurface at a different threshold
bool DiscretizeFlag; // if the extracted surface should be discretized or not.
Walker(const Box3f &_bbox, Point3i _siz )
{
this->bbox= _bbox;
this->siz=_siz;
ComputeDimAndVoxel();
SliceSize = (this->siz.X()+1)*(this->siz.Z()+1);
CurrentSlice = 0;
offset=0;
DiscretizeFlag=false;
_x_cs = new VertexIndex[ SliceSize ];
_y_cs = new VertexIndex[ SliceSize ];
_z_cs = new VertexIndex[ SliceSize ];
_x_ns = new VertexIndex[ SliceSize ];
_z_ns = new VertexIndex[ SliceSize ];
_v_cs= new field_value[(this->siz.X()+1)*(this->siz.Z()+1)];
_v_ns= new field_value[(this->siz.X()+1)*(this->siz.Z()+1)];
};
~Walker()
{}
float V(const Point3i &p)
{
return V(p.V(0),p.V(1),p.V(2));
}
std::pair<bool,float> VV(int x,int y,int z)
{
assert ((y==CurrentSlice)||(y==(CurrentSlice+1)));
//test if it is outside the bb of the mesh
//vcg::Point3f test=vcg::Point3f((float)x,(float)y,(float)z);
/*if (!_oldM->bbox.IsIn(test))
return (1.f);*/
int index=GetSliceIndex(x,z);
if (y==CurrentSlice) return _v_cs[index];
else return _v_ns[index];
}
float V(int x,int y,int z)
{
if(DiscretizeFlag) return VV(x,y,z).second+offset<0?-1:1;
return VV(x,y,z).second+offset;
}
///return true if the distance form the mesh is less than maxdim and return distance
bool DistanceFromMesh(int x,int y,int z,Old_Mesh *mesh, float &dist)
{
typename Old_Mesh::FaceType *f=NULL;
const float max_dist = max_dim;
vcg::Point3f testPt;
this->IPiToPf(Point3i(x,y,z),testPt);
vcg::Point3f closestNormV,closestNormF;
vcg::Point3f closestPt;
vcg::Point3f pip(-1,-1,-1);
// Note that PointDistanceBaseFunctor does not require the edge and plane precomptued.
// while the PointDistanceFunctor requires them.
DISTFUNCTOR PDistFunct;
f = _g.GetClosest(PDistFunct,markerFunctor,testPt,max_dist,dist,closestPt);
if (f==NULL) return false;
assert(!f->IsD());
bool retIP;
// To compute the interpolated normal we use the more robust function that require to know what is the most orhogonal direction of the face.
if((*f).Flags() & Old_Mesh::FaceType::NORMX) retIP=InterpolationParameters(*f,0,closestPt, pip);
else if((*f).Flags() & Old_Mesh::FaceType::NORMY) retIP=InterpolationParameters(*f,1,closestPt, pip);
else if((*f).Flags() & Old_Mesh::FaceType::NORMZ) retIP=InterpolationParameters(*f,2,closestPt, pip);
else assert(0);
assert(retIP); // this should happen only if the starting mesh has degenerate faces.
closestNormV = (f->V(0)->cN())*pip[0] + (f->V(1)->cN())*pip[1] + (f->V(2)->cN())*pip[2] ;
closestNormF = f->cN() ;
Point3f dir=(testPt-closestPt).Normalize();
// Compute test if the point see the surface normal from inside or outside
// Surface normal for improved robustness is computed both by face and interpolated from vertices.
float signV = dir.dot(closestNormV) ;
float signF = dir.dot(closestNormF) ;
// Note that the two sings could be discordant.
// Always choose the best one according to the magnitude.
float signBest;
if(fabs(signV) > fabs(signF)) signBest = signV;
else signBest = signF;
if(signBest<0) dist=-dist;
return true;
}
/// compute the values if an entire slice (per y) distances>dig of a cell are signed with double of
/// the distance of the bb
void ComputeSliceValues(int slice,field_value *slice_values)
{
float dist;
for (int i=0; i<=this->siz.X(); i++)
{
for (int k=0; k<=this->siz.Z(); k++)
{
int index=GetSliceIndex(i,k);
if (DistanceFromMesh(i,slice,k,_oldM,dist))///compute the distance,inside volume of the mesh is negative
{
//put computed values in the slice values matrix
slice_values[index]=field_value(true,dist);
//end putting values
}
else
slice_values[index]=field_value(false,0);
}
}
//ComputeConsensus(slice,slice_values);
}
/*
For some reasons it can happens that the sign of the computed distance is not correct.
*/
void ComputeConsensus(int slice, field_value *slice_values)
{
float max_dist = min(min(this->voxel[0],this->voxel[1]),this->voxel[2]);
int flippedCnt=0;
int flippedTot=0;
int flippedTimes=0;
do
{
flippedCnt=0;
for (int i=0; i<=this->siz.X(); i++)
{
for (int k=0; k<=this->siz.Z(); k++)
{
int goodCnt=0;
int badCnt=0;
int index=GetSliceIndex(i,k);
int index_l,index_r,index_u,index_d;
if(slice_values[index].first)
{
float curVal= slice_values[index].second;
if(i > 0 ) index_l=GetSliceIndex(i-1,k); else index_l = index;
if(i < this->siz.X() ) index_r=GetSliceIndex(i+1,k); else index_r = index;
if(k > 0 ) index_d=GetSliceIndex(i,k-1); else index_d = index;
if(k < this->siz.Z() ) index_u=GetSliceIndex(i,k+1); else index_u = index;
if(slice_values[index_l].first) { goodCnt++; if(fabs(slice_values[index_l].second - curVal) > max_dist) badCnt++; }
if(slice_values[index_r].first) { goodCnt++; if(fabs(slice_values[index_r].second - curVal) > max_dist) badCnt++; }
if(slice_values[index_u].first) { goodCnt++; if(fabs(slice_values[index_u].second - curVal) > max_dist) badCnt++; }
if(slice_values[index_d].first) { goodCnt++; if(fabs(slice_values[index_d].second - curVal) > max_dist) badCnt++; }
if(badCnt >= goodCnt) {
slice_values[index].second *=-1.0f;
//slice_values[index].first = false;
flippedCnt++;
}
}
}
}
flippedTot+=flippedCnt;
flippedTimes++;
} while(flippedCnt>0);
if(flippedTot>0)
qDebug("Flipped %i values in %i times",flippedTot,flippedTimes);
}
template<class EXTRACTOR_TYPE>
void ProcessSlice(EXTRACTOR_TYPE &extractor)
{
for (int i=0; i<this->siz.X(); i++)
{
for (int k=0; k<this->siz.Z(); k++)
{
bool goodCell=true;
Point3i p1(i,CurrentSlice,k);
Point3i p2=p1+Point3i(1,1,1);
for(int ii=0;ii<2;++ii)
for(int jj=0;jj<2;++jj)
for(int kk=0;kk<2;++kk)
goodCell &= VV(p1[0]+ii,p1[1]+jj,p1[2]+kk).first;
if(goodCell) extractor.ProcessCell(p1, p2);
}
}
}
template<class EXTRACTOR_TYPE>
void BuildMesh(Old_Mesh &old_mesh,New_Mesh &new_mesh,EXTRACTOR_TYPE &extractor,vcg::CallBackPos *cb)
{
_newM=&new_mesh;
_oldM=&old_mesh;
// the following two steps are required to be sure that the point-face distance without precomputed data works well.
tri::UpdateNormals<Old_Mesh>::PerVertexNormalizedPerFaceNormalized(old_mesh);
tri::UpdateFlags<Old_Mesh>::FaceProjection(old_mesh);
int _size=(int)old_mesh.fn*100;
_g.Set(_oldM->face.begin(),_oldM->face.end(),_size);
markerFunctor.SetMesh(&old_mesh);
_newM->Clear();
Begin();
extractor.Initialize();
int computeTime =0;
int extractTime =0;
int t0,t1,t2;
for (int j=0; j<=this->siz.Y(); j++)
{
cb((100*j)/this->siz.Y(),"Marching ");
t0 = clock();
ProcessSlice<EXTRACTOR_TYPE>(extractor);//find cells where there is the isosurface and examine it
t1 = clock();
NextSlice();
t2 = clock();
computeTime += t1-t0;
extractTime += t2-t1;
}
extractor.Finalize();
qDebug("Extract %i, Compute %i",t1-t0,t2-t1);
typename New_Mesh::VertexIterator vi;
for(vi=new_mesh.vert.begin();vi!=new_mesh.vert.end();++vi)
if(!(*vi).IsD())
{
IPfToPf((*vi).cP(),(*vi).P());
}
}
//return the index of a vertex in slide as it was stored
int GetSliceIndex(int x,int z)
{
VertexIndex index = x+z*(this->siz.X()+1);
return (index);
}
//swap slices , the initial value of distance fields ids set as double of bbox of space
void NextSlice()
{
memset(_x_cs, -1, SliceSize*sizeof(VertexIndex));
memset(_y_cs, -1, SliceSize*sizeof(VertexIndex));
memset(_z_cs, -1, SliceSize*sizeof(VertexIndex));
std::swap(_x_cs, _x_ns);
std::swap(_z_cs, _z_ns);
std::swap(_v_cs, _v_ns);
CurrentSlice ++;
ComputeSliceValues(CurrentSlice + 1,_v_ns);
}
//initialize data strucures , the initial value of distance fields ids set as double of bbox of space
void Begin()
{
CurrentSlice = 0;
memset(_x_cs, -1, SliceSize*sizeof(VertexIndex));
memset(_y_cs, -1, SliceSize*sizeof(VertexIndex));
memset(_z_cs, -1, SliceSize*sizeof(VertexIndex));
memset(_x_ns, -1, SliceSize*sizeof(VertexIndex));
memset(_z_ns, -1, SliceSize*sizeof(VertexIndex));
ComputeSliceValues(CurrentSlice,_v_cs);
ComputeSliceValues(CurrentSlice+1,_v_ns);
}
bool Exist(const vcg::Point3i &p1, const vcg::Point3i &p2, VertexPointer &v)
{
int i = p1.X();// - _bbox.min.X())/_cell_size.X();
int z = p1.Z();// - _bbox.min.Z())/_cell_size.Z();
VertexIndex index = i+z*this->siz.X();
//VertexIndex index =GetSliceIndex(//
int v_ind = 0;
if (p1.X()!=p2.X()) //intersezione della superficie con un Xedge
{
if (p1.Y()==CurrentSlice)
{
if (_x_cs[index]!=-1)
{
v_ind = _x_cs[index];
v = &_newM->vert[v_ind];
assert(!v->IsD());
return true;
}
}
else
{
if (_x_ns[index]!=-1)
{
v_ind = _x_ns[index];
v = &_newM->vert[v_ind];
assert(!v->IsD());
return true;
}
}
v = NULL;
return false;
}
else if (p1.Y()!=p2.Y()) //intersezione della superficie con un Yedge
{
if (_y_cs[index]!=-1)
{
v_ind =_y_cs[index];
v = &_newM->vert[v_ind];
assert(!v->IsD());
return true;
}
else
{
v = NULL;
return false;
}
}
else if (p1.Z()!=p2.Z())
//intersezione della superficie con un Zedge
{
if (p1.Y()==CurrentSlice)
{
if ( _z_cs[index]!=-1)
{
v_ind = _z_cs[index];
v = &_newM->vert[v_ind];
assert(!v->IsD());
return true;
}
}
else
{
if (_z_ns[index]!=-1)
{
v_ind = _z_ns[index];
v = &_newM->vert[v_ind];
assert(!v->IsD());
return true;
}
}
v = NULL;
return false;
}
assert (0);
return false;
}
///interpolate
NewCoordType Interpolate(const vcg::Point3i &p1, const vcg::Point3i &p2,int dir)
{
float f1 = (float)V(p1);
float f2 = (float)V(p2);
float u = (float) f1/(f1-f2);
NewCoordType ret=vcg::Point3f((float)p1.V(0),(float)p1.V(1),(float)p1.V(2));
ret.V(dir) = (float) p1.V(dir)*(1.f-u) + u*(float)p2.V(dir);
return (ret);
}
///if there is a vertex in z axis of a cell return the vertex or create it
void GetXIntercept(const vcg::Point3i &p1, const vcg::Point3i &p2, VertexPointer &v)
{
assert(p1.X()+1 == p2.X());
assert(p1.Y() == p2.Y());
assert(p1.Z() == p2.Z());
int i = p1.X();// (p1.X() - _bbox.min.X())/_cell_size.X();
int z = p1.Z();//(p1.Z() - _bbox.min.Z())/_cell_size.Z();
VertexIndex index = i+z*this->siz.X();
VertexIndex pos;
if (p1.Y()==CurrentSlice)
{
if ((pos=_x_cs[index])==-1)
{
_x_cs[index] = (VertexIndex) _newM->vert.size();
pos = _x_cs[index];
Allocator<New_Mesh>::AddVertices( *_newM, 1 );
v = &_newM->vert[pos];
v->P()=Interpolate(p1,p2,0);
return;
}
}
if (p1.Y()==CurrentSlice+1)
{
if ((pos=_x_ns[index])==-1)
{
_x_ns[index] = (VertexIndex) _newM->vert.size();
pos = _x_ns[index];
Allocator<New_Mesh>::AddVertices( *_newM, 1 );
v = &_newM->vert[pos];
v->P()=Interpolate(p1,p2,0);
return;
}
}
v = &_newM->vert[pos];
}
///if there is a vertex in y axis of a cell return the vertex or create it
void GetYIntercept(const vcg::Point3i &p1, const vcg::Point3i &p2, VertexPointer &v)
{
assert(p1.X() == p2.X());
assert(p1.Y()+1 == p2.Y());
assert(p1.Z() == p2.Z());
int i = p1.X(); // (p1.X() - _bbox.min.X())/_cell_size.X();
int z = p1.Z(); // (p1.Z() - _bbox.min.Z())/_cell_size.Z();
VertexIndex index = i+z*this->siz.X();
VertexIndex pos;
if ((pos=_y_cs[index])==-1)
{
_y_cs[index] = (VertexIndex) _newM->vert.size();
pos = _y_cs[index];
Allocator<New_Mesh>::AddVertices( *_newM, 1);
v = &_newM->vert[ pos ];
v->P()=Interpolate(p1,p2,1);
}
v = &_newM->vert[pos];
}
///if there is a vertex in z axis of a cell return the vertex or create it
void GetZIntercept(const vcg::Point3i &p1, const vcg::Point3i &p2, VertexPointer &v)
{
assert(p1.X() == p2.X());
assert(p1.Y() == p2.Y());
assert(p1.Z()+1 == p2.Z());
int i = p1.X(); //(p1.X() - _bbox.min.X())/_cell_size.X();
int z = p1.Z(); //(p1.Z() - _bbox.min.Z())/_cell_size.Z();
VertexIndex index = i+z*this->siz.X();
VertexIndex pos;
if (p1.Y()==CurrentSlice)
{
if ((pos=_z_cs[index])==-1)
{
_z_cs[index] = (VertexIndex) _newM->vert.size();
pos = _z_cs[index];
Allocator<New_Mesh>::AddVertices( *_newM, 1 );
v = &_newM->vert[pos];
v->P()=Interpolate(p1,p2,2);
return;
}
}
if (p1.Y()==CurrentSlice+1)
{
if ((pos=_z_ns[index])==-1)
{
_z_ns[index] = (VertexIndex) _newM->vert.size();
pos = _z_ns[index];
Allocator<New_Mesh>::AddVertices( *_newM, 1 );
v = &_newM->vert[pos];
v->P()=Interpolate(p1,p2,2);
return;
}
}
v = &_newM->vert[pos];
}
};//end class walker
public:
typedef Walker /*< Old_Mesh,New_Mesh>*/ MyWalker;
typedef vcg::tri::MarchingCubes<New_Mesh, MyWalker> MyMarchingCubes;
///resample the mesh using marching cube algorithm ,the accuracy is the dimension of one cell the parameter
static void Resample(Old_Mesh &old_mesh,New_Mesh &new_mesh,vcg::Point3<int> accuracy,float max_dist, float thr=0, bool DiscretizeFlag=false, vcg::CallBackPos *cb=0 )
{
///be sure that the bounding box is updated
vcg::tri::UpdateBounding<Old_Mesh>::Box(old_mesh);
Box3f volumeBox = old_mesh.bbox;
volumeBox.Offset(volumeBox.Diag()/10.0f);
MyWalker walker(volumeBox,accuracy);
walker.max_dim=max_dist+fabs(thr);
walker.offset = - thr;
walker.DiscretizeFlag = DiscretizeFlag;
MyMarchingCubes mc(new_mesh, walker);
walker.BuildMesh(old_mesh,new_mesh,mc,cb);
}
};//end class resampler
};//end namespace tri
};//end namespace vcg
#endif