261 lines
6.8 KiB
C++
261 lines
6.8 KiB
C++
#include <iostream>
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// stuff to define the mesh
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#include <vcg/simplex/vertex/with/afvmvn.h>
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#include <vcg/simplex/edge/edge.h>
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#include <vcg/math/quadric.h>
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#include <vcg/complex/trimesh/base.h>
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#include <vcg/simplex/face/with/av.h>
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#include <vcg/complex/trimesh/update/topology.h>
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#include <vcg/complex/local_optimization.h>
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#include <vcg/complex/local_optimization/tri_edge_collapse_quadric.h>
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#include <vcg/space/point3.h>
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#include "vpartition.h"
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#include "fragment.h"
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#include "decimate.h"
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#include <wrap/io_trimesh/export_ply.h>
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using namespace vcg;
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using namespace tri;
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using namespace nxs;
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using namespace std;
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class MyEdge;
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class MyFace;
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class MyVertex:
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public vcg::VertexAFVMVNf<MyEdge, MyFace,DUMMYTETRATYPE> {
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public:
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ScalarType w;
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vcg::math::Quadric<double> q;
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ScalarType & W() { return w; }
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};
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struct MyEdge: public Edge<double,MyEdge,MyVertex> {
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inline MyEdge():Edge<double,MyEdge,MyVertex>(){UberFlags()=0;}
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inline MyEdge(MyVertex* a,MyVertex* b):Edge<double,MyEdge,MyVertex>(a,b){
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UberFlags()=0;}
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};
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class MyFace : public vcg::FaceAV<MyVertex, MyEdge, MyFace> {};
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class MyMesh:
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public vcg::tri::TriMesh< std::vector<MyVertex>, std::vector<MyFace > > {};
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class MyTriEdgeCollapse: public vcg::tri::TriEdgeCollapseQuadric< MyMesh, MyTriEdgeCollapse > {
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public:
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typedef vcg::tri::TriEdgeCollapseQuadric< MyMesh, MyTriEdgeCollapse > TECQ;
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typedef TECQ::EdgeType EdgeType;
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inline MyTriEdgeCollapse( EdgeType p, int i) :TECQ(p,i){}
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};
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float Cluster(MyMesh &mesh, unsigned int target_faces);
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float Quadric(MyMesh &mesh, unsigned int target_faces);
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float nxs::Decimate(Decimation mode,
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unsigned int target_faces,
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vector<Point3f> &newvert,
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vector<unsigned int> &newface,
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vector<BigLink> &newbord) {
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for(unsigned int i = 0; i < newface.size(); i+= 3) {
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assert(newface[i] != newface[i+1]);
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assert(newface[i] != newface[i+2]);
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assert(newface[i+1] != newface[i+2]);
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}
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MyMesh mesh;
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//build mesh
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for(unsigned int i = 0; i < newvert.size(); i++) {
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MyVertex vertex;
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vertex.ClearFlags();
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vertex.P() = newvert[i];
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mesh.vert.push_back(vertex);
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}
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mesh.vn = mesh.vert.size();
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for(unsigned int i = 0; i < newface.size(); i+=3) {
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MyFace face;
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face.ClearFlags();
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for(int k = 0; k < 3; k++) {
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assert(newface[i+k] < mesh.vert.size());
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face.V(k) = &mesh.vert[newface[i+k]];
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}
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mesh.face.push_back(face);
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}
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mesh.fn = mesh.face.size();
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//mark borders
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for(unsigned int i = 0; i < newbord.size(); i++)
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mesh.vert[newbord[i].start_vert].ClearW();
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float error;
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switch(mode) {
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case CLUSTER: error = Cluster(mesh, target_faces); break;
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case QUADRIC: error = Quadric(mesh, target_faces); break;
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default: cerr << "Unknown simplification mode: " << mode << endl;
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exit(0);
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}
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newvert.clear();
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newface.clear();
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unsigned int totvert = 0;
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vector<int> vert_remap;
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vert_remap.resize(mesh.vert.size(), -1);
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for(unsigned int i = 0; i < mesh.vert.size(); i++) {
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if(mesh.vert[i].IsD()) continue;
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newvert.push_back(mesh.vert[i].cP());
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vert_remap[i] = totvert++;
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}
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MyMesh::VertexPointer vert_start = &mesh.vert[0];
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for(unsigned int i = 0; i < mesh.face.size(); i++) {
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MyFace &face = mesh.face[i];
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if(face.IsD()) continue;
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for(int k = 0; k < 3; k++)
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newface.push_back(vert_remap[face.V(k) - vert_start]);
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}
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for(unsigned int i = 0; i < newbord.size(); i++) {
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unsigned int &v = newbord[i].start_vert;
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assert(vert_remap[v] != -1);
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v = vert_remap[v];
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}
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return error;
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}
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float Quadric(MyMesh &mesh, unsigned int target_faces) {
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vcg::tri::UpdateTopology<MyMesh>::VertexFace(mesh);
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vcg::tri::UpdateBounding<MyMesh>::Box(mesh);
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vcg::LocalOptimization<MyMesh> DeciSession(mesh);
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MyTriEdgeCollapse::SetDefaultParams();
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DeciSession.Init<MyTriEdgeCollapse>();
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DeciSession.SetTargetSimplices(target_faces);
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DeciSession.DoOptimization();
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float error = 0;
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int count = 0;
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for(unsigned int i = 0; i < mesh.face.size(); i++) {
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MyFace &face = mesh.face[i];
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if(face.IsD()) continue;
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for(int k = 0; k < 3; k++) {
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error += (face.cV(k)->cP() - face.cV((k+1)%3)->cP()).Norm();
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count++;
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}
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}
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error /= count;
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return error;
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return 0;
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}
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float Cluster(MyMesh &mesh, unsigned int target_faces) {
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unsigned int starting = mesh.vn;
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unsigned int nseeds = target_faces/2;
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#ifndef NDEBUG
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if(nseeds >= mesh.vert.size()) {
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cerr << "Strange! nseeds > vert.size(): " << nseeds
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<< " >= "<< mesh.vert.size() << endl;
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}
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#endif
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vector<unsigned int> remap;
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VPartition part;
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for(unsigned int i = 0; i < mesh.vert.size(); i++) {
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const Point3f &p = mesh.vert[i].cP();
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if(!mesh.vert[i].IsW()) {
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part.push_back(p);
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remap.push_back(i);
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nseeds--;
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}
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}
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unsigned int nborder = part.size();
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//Todo I should supersample before
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while(nseeds > 0 && part.size() < mesh.vn) {
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unsigned int i = rand() % mesh.vert.size();
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if(mesh.vert[i].IsW() && !mesh.vert[i].IsV()) {
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const Point3f &p = mesh.vert[i].cP();
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part.push_back(p);
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mesh.vert[i].SetV();
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remap.push_back(i);
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nseeds--;
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}
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}
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part.Init();
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vector<Point3f> centroid;
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vector<unsigned int> count;
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for(unsigned int i = 0; i < 3; i++) {
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centroid.clear();
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centroid.resize(mesh.vert.size(), Point3f(0, 0, 0));
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count.clear();
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count.resize(mesh.vert.size(), 0);
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for(unsigned int i = 0; i < mesh.vert.size(); i++) {
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unsigned int target = part.Locate(mesh.vert[i].cP());
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centroid[target] += mesh.vert[i].cP();
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count[target]++;
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}
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for(unsigned int i = nborder; i < part.size(); i++) {
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if(count[i] > 0)
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part[i] = centroid[i]/count[i];
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}
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}
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for(unsigned int i = nborder; i < part.size(); i++) {
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assert(mesh.vert[remap[i]].IsV());
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mesh.vert[remap[i]].P() = part[i];
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}
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float error = 0;
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//rimappiamo le facce.....
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for(unsigned int i = 0; i < mesh.face.size(); i++) {
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MyFace &face = mesh.face[i];
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for(int k = 0; k < 3; k++) {
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unsigned int target = part.Locate(face.V(k)->cP());
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assert(target < remap.size());
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assert(remap[target] < mesh.vert.size());
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MyVertex &vert = mesh.vert[remap[target]];
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float dist = Distance(vert.cP(), face.V(k)->cP());
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if(dist > error) error = dist;
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face.V(k) = |
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}
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}
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for(unsigned int i = 0; i < mesh.face.size(); i++) {
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MyFace &face = mesh.face[i];
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assert(!face.IsD());
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for(int k = 0; k < 3; k++) {
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assert(face.cV(k)->IsV() || !face.cV(k)->IsW());
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}
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if(face.cV(0) == face.cV(1) ||
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face.cV(0) == face.cV(2) ||
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face.cV(1) == face.cV(2)) {
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face.SetD();
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mesh.fn--;
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}
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}
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for(unsigned int i = 0; i < mesh.vert.size(); i++)
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if(!mesh.vert[i].IsV() && mesh.vert[i].IsW()) {
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mesh.vert[i].SetD();
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mesh.vn--;
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}
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return error;
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}
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