264 lines
6.8 KiB
C++
264 lines
6.8 KiB
C++
#include <iostream>
|
|
|
|
// stuff to define the mesh
|
|
#include <vcg/simplex/vertex/with/afvmvn.h>
|
|
#include <vcg/simplex/edge/edge.h>
|
|
#include <vcg/math/quadric.h>
|
|
#include <vcg/complex/trimesh/base.h>
|
|
#include <vcg/simplex/face/with/av.h>
|
|
|
|
#include <vcg/complex/trimesh/update/topology.h>
|
|
|
|
#include <vcg/complex/local_optimization.h>
|
|
#include <vcg/complex/local_optimization/tri_edge_collapse_quadric.h>
|
|
|
|
#include <vcg/space/point3.h>
|
|
|
|
#include "pvoronoi.h"
|
|
#include "fragment.h"
|
|
|
|
#include "decimate.h"
|
|
#include <wrap/io_trimesh/export_ply.h>
|
|
|
|
using namespace vcg;
|
|
using namespace tri;
|
|
using namespace nxs;
|
|
using namespace std;
|
|
|
|
class MyEdge;
|
|
class MyFace;
|
|
class MyVertex:
|
|
public vcg::VertexAFVMVNf<MyEdge, MyFace,DUMMYTETRATYPE> {
|
|
public:
|
|
ScalarType w;
|
|
vcg::math::Quadric<double> q;
|
|
ScalarType & W() { return w; }
|
|
};
|
|
|
|
struct MyEdge: public Edge<double,MyEdge,MyVertex> {
|
|
inline MyEdge():Edge<double,MyEdge,MyVertex>(){UberFlags()=0;}
|
|
inline MyEdge(MyVertex* a,MyVertex* b):Edge<double,MyEdge,MyVertex>(a,b){
|
|
UberFlags()=0;}
|
|
};
|
|
class MyFace : public vcg::FaceAV<MyVertex, MyEdge, MyFace> {};
|
|
|
|
class MyMesh:
|
|
public vcg::tri::TriMesh< std::vector<MyVertex>, std::vector<MyFace > > {};
|
|
|
|
class MyTriEdgeCollapse:
|
|
public vcg::tri::TriEdgeCollapseQuadric< MyMesh, MyTriEdgeCollapse > {
|
|
public:
|
|
typedef vcg::tri::TriEdgeCollapseQuadric<MyMesh, MyTriEdgeCollapse > TECQ;
|
|
typedef TECQ::EdgeType EdgeType;
|
|
MyTriEdgeCollapse(EdgeType p, int i): TECQ(p, i) {}
|
|
~MyTriEdgeCollapse() {}
|
|
};
|
|
|
|
|
|
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<Point3f> &newvert,
|
|
vector<unsigned int> &newface,
|
|
vector<BigLink> &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();
|
|
|
|
// vcg::tri::io::ExporterPLY<MyMesh>::Save(mesh, "ribum.ply");
|
|
|
|
float error;
|
|
if(mode == CLUSTER)
|
|
error = Cluster(mesh, target_faces);
|
|
else
|
|
error = Quadric(mesh, target_faces);
|
|
|
|
newvert.clear();
|
|
newface.clear();
|
|
|
|
unsigned int totvert = 0;
|
|
vector<int> 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];
|
|
}
|
|
|
|
//Temporary test again:
|
|
/* 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]);
|
|
}*/
|
|
|
|
return error;
|
|
}
|
|
|
|
|
|
float Quadric(MyMesh &mesh, unsigned int target_faces) {
|
|
vcg::tri::UpdateTopology<MyMesh>::VertexFace(mesh);
|
|
vcg::LocalOptimization<MyMesh> DeciSession(mesh);
|
|
|
|
MyTriEdgeCollapse::SetDefaultParams();
|
|
|
|
DeciSession.Init<MyTriEdgeCollapse>();
|
|
|
|
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;
|
|
}
|
|
|
|
float Cluster(MyMesh &mesh, unsigned int target_faces) {
|
|
unsigned int starting = mesh.vn;
|
|
|
|
unsigned int nseeds = target_faces/2;
|
|
assert(nseeds < mesh.vert.size());
|
|
|
|
vector<unsigned int> remap;
|
|
|
|
VoronoiPartition 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();
|
|
//Dovrei supersamplare prima....
|
|
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<Point3f> centroid;
|
|
vector<unsigned int> 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;
|
|
|
|
}
|
|
|