633 lines
21 KiB
C++
633 lines
21 KiB
C++
/****************************************************************************
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* VCGLib o o *
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* Visual and Computer Graphics Library o o *
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* _ O _ *
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* Copyright(C) 2004-2016 \/)\/ *
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* Visual Computing Lab /\/| *
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* ISTI - Italian National Research Council | *
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* \ *
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* All rights reserved. *
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* *
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* This program is free software; you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation; either version 2 of the License, or *
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* (at your option) any later version. *
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* *
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* This program is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU General Public License (http://www.gnu.org/licenses/gpl.txt) *
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* for more details. *
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* *
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****************************************************************************/
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/*! \file refine_loop.h
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*
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* \brief This file contain code for Loop's subdivision scheme for triangular
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* mesh and some similar method.
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*
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*/
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#ifndef __VCGLIB_REFINE_LOOP
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#define __VCGLIB_REFINE_LOOP
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#include <cmath>
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#include <vcg/space/point3.h>
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#include <vcg/complex/complex.h>
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#include <vcg/complex/algorithms/refine.h>
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#include <vcg/complex/algorithms/update/color.h>
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namespace vcg{
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namespace tri{
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/*
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Metodo di Loop dalla documentazione "Siggraph 2000 course on subdivision"
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d4------d3 d4------d3
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/ \ / \ / \ / \ u
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/ \ / \ / e4--e3 \ / \
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/ \/ \ / / \/ \ \ / \
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d5------d1------d2 -> d5--e5--d1--e2--d2 l--M--r
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\ /\ / \ \ /\ / / \ /
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\ / \ / \ e6--e7 / \ /
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\ / \ / \ / \ / d
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d6------d7 d6------d7
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*******************************************************
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*/
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/*!
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* \brief Weight class for classical Loop's scheme.
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*
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* See Zorin, D. & Schröeder, P.: Subdivision for modeling and animation. Proc. ACM SIGGRAPH [Courses], 2000
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*/
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template<class SCALAR_TYPE>
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struct LoopWeight {
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inline SCALAR_TYPE beta(int k) {
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return (k>3)?(5.0/8.0 - std::pow((3.0/8.0 + std::cos(2.0*M_PI/SCALAR_TYPE(k))/4.0),2))/SCALAR_TYPE(k):3.0/16.0;
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}
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inline SCALAR_TYPE incidentRegular(int) {
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return 3.0/8.0;
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}
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inline SCALAR_TYPE incidentIrregular(int) {
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return 3.0/8.0;
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}
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inline SCALAR_TYPE opposite(int) {
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return 1.0/8.0;
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}
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};
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/*!
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* \brief Modified Loop's weight to optimise continuity.
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*
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* See Barthe, L. & Kobbelt, L.: Subdivision scheme tuning around extraordinary vertices. Computer Aided Geometric Design, 2004, 21, 561-583
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*/
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template<class SCALAR_TYPE>
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struct RegularLoopWeight {
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inline SCALAR_TYPE beta(int k) {
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static SCALAR_TYPE bkPolar[] = {
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.32517,
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.49954,
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.59549,
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.625,
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.63873,
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.64643,
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.65127,
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.67358,
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.68678,
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.69908
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};
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return (k<=12 && k>=3)?(1.0-bkPolar[k-3])/k:LoopWeight<SCALAR_TYPE>().beta(k);
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}
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inline SCALAR_TYPE incidentRegular(int k) {
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return 1.0 - incidentIrregular(k) - opposite(k)*2;
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}
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inline SCALAR_TYPE incidentIrregular(int k) {
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static SCALAR_TYPE bkPolar[] = {
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.15658,
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.25029,
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.34547,
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.375,
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.38877,
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.39644,
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.40132,
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.42198,
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.43423,
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.44579
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};
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return (k<=12 && k>=3)?bkPolar[k-3]:LoopWeight<SCALAR_TYPE>().incidentIrregular(k);
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}
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inline SCALAR_TYPE opposite(int k) {
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static SCALAR_TYPE bkPolar[] = {
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.14427,
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.12524,
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.11182,
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.125,
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.14771,
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.1768,
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.21092,
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.20354,
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.20505,
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.19828
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};
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return (k<=12 && k >= 3)?bkPolar[k-3]:LoopWeight<SCALAR_TYPE>().opposite(k);
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}
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};
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template<class SCALAR_TYPE>
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struct ContinuityLoopWeight {
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inline SCALAR_TYPE beta(int k) {
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static SCALAR_TYPE bkPolar[] = {
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.32517,
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.50033,
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.59464,
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.625,
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.63903,
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.67821,
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.6866,
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.69248,
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.69678,
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.70014
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};
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return (k<=12 && k>= 3)?(1.0-bkPolar[k-3])/k:LoopWeight<SCALAR_TYPE>().beta(k);
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}
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inline SCALAR_TYPE incidentRegular(int k) {
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return 1.0 - incidentIrregular(k) - opposite(k)*2;
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}
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inline SCALAR_TYPE incidentIrregular(int k) {
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static SCALAR_TYPE bkPolar[] = {
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.15658,
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.26721,
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.33539,
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.375,
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.36909,
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.25579,
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.2521,
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.24926,
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.24706,
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.2452
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};
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return (k<=12 && k>=3)?bkPolar[k-3]:LoopWeight<SCALAR_TYPE>().incidentIrregular(k);
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}
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inline SCALAR_TYPE opposite(int k) {
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static SCALAR_TYPE bkPolar[] = {
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.14427,
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.12495,
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.11252,
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.125,
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.14673,
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.16074,
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.18939,
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.2222,
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.25894,
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.29934
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};
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return (k<=12 && k >= 3)?bkPolar[k-3]:LoopWeight<SCALAR_TYPE>().opposite(k);
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}
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};
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// Centroid and LS3Projection classes may be pettre placed in an other file. (which one ?)
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/*!
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* \brief Allow to compute classical Loop subdivision surface with the same code than LS3.
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*/
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template<class MESH_TYPE, class LSCALAR_TYPE = typename MESH_TYPE::ScalarType>
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struct Centroid {
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typedef typename MESH_TYPE::ScalarType Scalar;
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typedef typename MESH_TYPE::CoordType CoordType;
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typedef LSCALAR_TYPE LScalar;
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typedef vcg::Point3<LScalar> LVector;
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LVector sumP;
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LScalar sumW;
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Centroid() { reset(); }
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inline void reset() {
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sumP.SetZero();
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sumW = 0.;
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}
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inline void addVertex(const typename MESH_TYPE::VertexType &v, LScalar w) {
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LVector p(v.cP().X(), v.cP().Y(), v.cP().Z());
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sumP += p * w;
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sumW += w;
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}
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inline void project(std::pair<CoordType,CoordType> &nv) const {
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LVector position = sumP / sumW;
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nv.first = CoordType(position.X(), position.Y(), position.Z());
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}
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};
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/*! Implementation of the APSS projection for the LS3 scheme.
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*
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* See Gael Guennebaud and Marcel Germann and Markus Gross
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* Dynamic sampling and rendering of algebraic point set surfaces.
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* Computer Graphics Forum (Proceedings of Eurographics 2008), 2008, 27, 653-662
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* and Simon Boye and Gael Guennebaud and Christophe Schlick
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* Least squares subdivision surfaces
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* Computer Graphics Forum, 2010
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*/
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template<class MESH_TYPE, class LSCALAR_TYPE = typename MESH_TYPE::ScalarType>
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struct LS3Projection {
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typedef typename MESH_TYPE::ScalarType Scalar;
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typedef typename MESH_TYPE::CoordType CoordType;
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typedef LSCALAR_TYPE LScalar;
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typedef vcg::Point3<LScalar> LVector;
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Scalar beta;
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LVector sumP;
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LVector sumN;
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LScalar sumDotPN;
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LScalar sumDotPP;
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LScalar sumW;
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inline LS3Projection(Scalar beta = 1.0) : beta(beta) { reset(); }
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inline void reset() {
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sumP.SetZero();
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sumN.SetZero();
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sumDotPN = 0.;
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sumDotPP = 0.;
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sumW = 0.;
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}
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inline void addVertex(const typename MESH_TYPE::VertexType &v, LScalar w) {
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LVector p(v.cP().X(), v.cP().Y(), v.cP().Z());
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LVector n(v.cN().X(), v.cN().Y(), v.cN().Z());
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sumP += p * w;
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sumN += n * w;
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sumDotPN += w * n.dot(p);
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sumDotPP += w * vcg::SquaredNorm(p);
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sumW += w;
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}
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void project(std::pair<CoordType,CoordType> &nv) const {
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LScalar invSumW = Scalar(1)/sumW;
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LScalar aux4 = beta * LScalar(0.5) *
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(sumDotPN - invSumW*sumP.dot(sumN))
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/(sumDotPP - invSumW*vcg::SquaredNorm(sumP));
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LVector uLinear = (sumN-sumP*(Scalar(2)*aux4))*invSumW;
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LScalar uConstant = -invSumW*(uLinear.dot(sumP) + sumDotPP*aux4);
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LScalar uQuad = aux4;
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LVector orig = sumP*invSumW;
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// finalize
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LVector position;
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LVector normal;
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if (fabs(uQuad)>1e-7)
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{
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LScalar b = 1./uQuad;
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LVector center = uLinear*(-0.5*b);
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LScalar radius = sqrt( vcg::SquaredNorm(center) - b*uConstant );
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normal = orig - center;
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normal.Normalize();
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position = center + normal * radius;
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normal = uLinear + position * (LScalar(2) * uQuad);
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normal.Normalize();
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}
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else if (uQuad==0.)
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{
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LScalar s = LScalar(1)/vcg::Norm(uLinear);
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assert(!vcg::math::IsNAN(s) && "normal should not have zero len!");
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uLinear *= s;
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uConstant *= s;
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normal = uLinear;
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position = orig - uLinear * (orig.dot(uLinear) + uConstant);
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}
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else
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{
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// normalize the gradient
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LScalar f = 1./sqrt(vcg::SquaredNorm(uLinear) - Scalar(4)*uConstant*uQuad);
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uConstant *= f;
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uLinear *= f;
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uQuad *= f;
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// Newton iterations
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LVector grad;
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LVector dir = uLinear+orig*(2.*uQuad);
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LScalar ilg = 1./vcg::Norm(dir);
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dir *= ilg;
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LScalar ad = uConstant + uLinear.dot(orig) + uQuad * vcg::SquaredNorm(orig);
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LScalar delta = -ad*std::min<Scalar>(ilg,1.);
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LVector p = orig + dir*delta;
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for (int i=0 ; i<2 ; ++i)
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{
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grad = uLinear+p*(2.*uQuad);
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ilg = 1./vcg::Norm(grad);
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delta = -(uConstant + uLinear.dot(p) + uQuad * vcg::SquaredNorm(p))*std::min<Scalar>(ilg,1.);
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p += dir*delta;
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}
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position = p;
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normal = uLinear + position * (Scalar(2) * uQuad);
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normal.Normalize();
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}
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nv.first = CoordType(position.X(), position.Y(), position.Z());
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nv.second = CoordType(normal.X(), normal.Y(), normal.Z());
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}
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};
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template<class MESH_TYPE, class METHOD_TYPE=Centroid<MESH_TYPE>, class WEIGHT_TYPE=LoopWeight<typename MESH_TYPE::ScalarType> >
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struct OddPointLoopGeneric : public std::unary_function<face::Pos<typename MESH_TYPE::FaceType> , typename MESH_TYPE::VertexType>
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{
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typedef METHOD_TYPE Projection;
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typedef WEIGHT_TYPE Weight;
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typedef typename MESH_TYPE::template PerVertexAttributeHandle<int> ValenceAttr;
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typedef typename MESH_TYPE::CoordType CoordType;
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MESH_TYPE &m;
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Projection proj;
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Weight weight;
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ValenceAttr *valence;
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inline OddPointLoopGeneric(MESH_TYPE &_m, Projection proj = Projection(), Weight weight = Weight()) :
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m(_m), proj(proj), weight(weight), valence(0) {}
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void operator()(typename MESH_TYPE::VertexType &nv, face::Pos<typename MESH_TYPE::FaceType> ep) {
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proj.reset();
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face::Pos<typename MESH_TYPE::FaceType> he(ep.f,ep.z,ep.f->V(ep.z));
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typename MESH_TYPE::VertexType *l,*r,*u,*d;
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l = he.v;
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he.FlipV();
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r = he.v;
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if( tri::HasPerVertexColor(m))
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nv.C().lerp(ep.f->V(ep.z)->C(),ep.f->V1(ep.z)->C(),.5f);
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if (he.IsBorder()) {
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proj.addVertex(*l, 0.5);
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proj.addVertex(*r, 0.5);
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std::pair<CoordType,CoordType>pp;
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proj.project(pp);
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nv.P()=pp.first;
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nv.N()=pp.second;
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}
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else {
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he.FlipE(); he.FlipV();
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u = he.v;
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he.FlipV(); he.FlipE();
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assert(he.v == r); // back to r
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he.FlipF(); he.FlipE(); he.FlipV();
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d = he.v;
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if(valence && ((*valence)[l]==6 || (*valence)[r]==6)) {
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int extra = ((*valence)[l]==6)?(*valence)[r]:(*valence)[l];
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proj.addVertex(*l, ((*valence)[l]==6)?weight.incidentRegular(extra):weight.incidentIrregular(extra));
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proj.addVertex(*r, ((*valence)[r]==6)?weight.incidentRegular(extra):weight.incidentIrregular(extra));
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proj.addVertex(*u, weight.opposite(extra));
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proj.addVertex(*d, weight.opposite(extra));
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}
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// unhandled case that append only at first subdivision step: use Loop's weights
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else {
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proj.addVertex(*l, 3.0/8.0);
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proj.addVertex(*r, 3.0/8.0);
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proj.addVertex(*u, 1.0/8.0);
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proj.addVertex(*d, 1.0/8.0);
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}
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std::pair<CoordType,CoordType>pp;
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proj.project(pp);
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nv.P()=pp.first;
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nv.N()=pp.second;
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// proj.project(nv);
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}
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}
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Color4<typename MESH_TYPE::ScalarType> WedgeInterp(Color4<typename MESH_TYPE::ScalarType> &c0, Color4<typename MESH_TYPE::ScalarType> &c1)
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{
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Color4<typename MESH_TYPE::ScalarType> cc;
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return cc.lerp(c0,c1,0.5f);
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}
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template<class FL_TYPE>
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TexCoord2<FL_TYPE,1> WedgeInterp(TexCoord2<FL_TYPE,1> &t0, TexCoord2<FL_TYPE,1> &t1)
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{
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TexCoord2<FL_TYPE,1> tmp;
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tmp.n()=t0.n();
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tmp.t()=(t0.t()+t1.t())/2.0;
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return tmp;
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}
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inline void setValenceAttr(ValenceAttr *valence) {
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this->valence = valence;
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}
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};
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template<class MESH_TYPE, class METHOD_TYPE=Centroid<MESH_TYPE>, class WEIGHT_TYPE=LoopWeight<typename MESH_TYPE::ScalarType> >
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struct EvenPointLoopGeneric : public std::unary_function<face::Pos<typename MESH_TYPE::FaceType> , typename MESH_TYPE::VertexType>
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{
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typedef METHOD_TYPE Projection;
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typedef WEIGHT_TYPE Weight;
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typedef typename MESH_TYPE::template PerVertexAttributeHandle<int> ValenceAttr;
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typedef typename MESH_TYPE::CoordType CoordType;
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Projection proj;
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Weight weight;
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ValenceAttr *valence;
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inline EvenPointLoopGeneric(Projection proj = Projection(), Weight weight = Weight()) :
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proj(proj), weight(weight), valence(0) {}
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void operator()(std::pair<CoordType,CoordType> &nv, face::Pos<typename MESH_TYPE::FaceType> ep) {
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proj.reset();
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face::Pos<typename MESH_TYPE::FaceType> he(ep.f,ep.z,ep.f->V(ep.z));
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typename MESH_TYPE::VertexType *r, *l, *curr;
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curr = he.v;
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face::Pos<typename MESH_TYPE::FaceType> heStart = he;
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// compute valence of this vertex or find a border
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int k = 0;
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do {
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he.NextE();
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k++;
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} while(!he.IsBorder() && he != heStart);
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if (he.IsBorder()) { // Border rule
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// consider valence of borders as if they are half+1 of an inner vertex. not perfect, but better than nothing.
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if(valence) {
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k = 0;
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do {
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he.NextE();
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k++;
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} while(!he.IsBorder());
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(*valence)[he.V()] = std::max(2*(k-1), 3);
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// (*valence)[he.V()] = 6;
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}
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he.FlipV();
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r = he.v;
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he.FlipV();
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he.NextB();
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l = he.v;
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proj.addVertex(*curr, 3.0/4.0);
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proj.addVertex(*l, 1.0/8.0);
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proj.addVertex(*r, 1.0/8.0);
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// std::pair<Point3f,Point3f>pp;
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proj.project(nv);
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// nv.P()=pp.first;
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// nv.N()=pp.second;
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// proj.project(nv);
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}
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else { // Inner rule
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// assert(!he.v->IsB()); border flag no longer updated (useless)
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if(valence)
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(*valence)[he.V()] = k;
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typename MESH_TYPE::ScalarType beta = weight.beta(k);
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proj.addVertex(*curr, 1.0 - (typename MESH_TYPE::ScalarType)(k) * beta);
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do {
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proj.addVertex(*he.VFlip(), beta);
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he.NextE();
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|
} while(he != heStart);
|
|
|
|
proj.project(nv);
|
|
}
|
|
} // end of operator()
|
|
|
|
Color4<typename MESH_TYPE::ScalarType> WedgeInterp(Color4<typename MESH_TYPE::ScalarType> &c0, Color4<typename MESH_TYPE::ScalarType> &c1)
|
|
{
|
|
Color4<typename MESH_TYPE::ScalarType> cc;
|
|
return cc.lerp(c0,c1,0.5f);
|
|
}
|
|
Color4b WedgeInterp(Color4b &c0, Color4b &c1)
|
|
{
|
|
Color4b cc;
|
|
cc.lerp(c0,c1,0.5f);
|
|
return cc;
|
|
}
|
|
|
|
template<class FL_TYPE>
|
|
TexCoord2<FL_TYPE,1> WedgeInterp(TexCoord2<FL_TYPE,1> &t0, TexCoord2<FL_TYPE,1> &t1)
|
|
{
|
|
TexCoord2<FL_TYPE,1> tmp;
|
|
// assert(t0.n()== t1.n());
|
|
tmp.n()=t0.n();
|
|
tmp.t()=(t0.t()+t1.t())/2.0;
|
|
return tmp;
|
|
}
|
|
|
|
inline void setValenceAttr(ValenceAttr *valence) {
|
|
this->valence = valence;
|
|
}
|
|
};
|
|
|
|
template<class MESH_TYPE>
|
|
struct OddPointLoop : OddPointLoopGeneric<MESH_TYPE, Centroid<MESH_TYPE> >
|
|
{
|
|
OddPointLoop(MESH_TYPE &_m):OddPointLoopGeneric<MESH_TYPE, Centroid<MESH_TYPE> >(_m){}
|
|
};
|
|
|
|
template<class MESH_TYPE>
|
|
struct EvenPointLoop : EvenPointLoopGeneric<MESH_TYPE, Centroid<MESH_TYPE> >
|
|
{
|
|
};
|
|
|
|
template<class MESH_TYPE,class ODD_VERT, class EVEN_VERT>
|
|
bool RefineOddEven(MESH_TYPE &m, ODD_VERT odd, EVEN_VERT even,float length,
|
|
bool RefineSelected=false, CallBackPos *cbOdd = 0, CallBackPos *cbEven = 0)
|
|
{
|
|
EdgeLen <MESH_TYPE, typename MESH_TYPE::ScalarType> ep(length);
|
|
return RefineOddEvenE(m, odd, even, ep, RefineSelected, cbOdd, cbEven);
|
|
}
|
|
|
|
/*!
|
|
* \brief Perform diadic subdivision using given rules for odd and even vertices.
|
|
*/
|
|
template<class MESH_TYPE, class ODD_VERT, class EVEN_VERT, class PREDICATE>
|
|
bool RefineOddEvenE(MESH_TYPE &m, ODD_VERT odd, EVEN_VERT even, PREDICATE edgePred,
|
|
bool RefineSelected=false, CallBackPos *cbOdd = 0, CallBackPos *cbEven = 0)
|
|
{
|
|
typedef typename MESH_TYPE::template PerVertexAttributeHandle<int> ValenceAttr;
|
|
|
|
// momentaneamente le callback sono identiche, almeno cbOdd deve essere passata
|
|
cbEven = cbOdd;
|
|
|
|
// to mark visited vertices
|
|
int evenFlag = MESH_TYPE::VertexType::NewBitFlag();
|
|
for (int i = 0; i < m.vn ; i++ ) {
|
|
m.vert[i].ClearUserBit(evenFlag);
|
|
}
|
|
|
|
int j = 0;
|
|
// di texture per wedge (uno per ogni edge)
|
|
|
|
ValenceAttr valence = vcg::tri::Allocator<MESH_TYPE>:: template AddPerVertexAttribute<int>(m);
|
|
odd.setValenceAttr(&valence);
|
|
even.setValenceAttr(&valence);
|
|
|
|
// store updated vertices
|
|
std::vector<bool> updatedList(m.vn, false);
|
|
//std::vector<typename MESH_TYPE::VertexType> newEven(m.vn);
|
|
std::vector<std::pair<typename MESH_TYPE::CoordType, typename MESH_TYPE::CoordType> > newEven(m.vn);
|
|
|
|
typename MESH_TYPE::VertexIterator vi;
|
|
typename MESH_TYPE::FaceIterator fi;
|
|
for (fi = m.face.begin(); fi != m.face.end(); fi++) if(!(*fi).IsD() && (!RefineSelected || (*fi).IsS())){ //itero facce
|
|
for (int i = 0; i < 3; i++) { //itero vert
|
|
if ( !(*fi).V(i)->IsUserBit(evenFlag) && ! (*fi).V(i)->IsD() ) {
|
|
(*fi).V(i)->SetUserBit(evenFlag);
|
|
// use face selection, not vertex selection, to be coherent with RefineE
|
|
//if (RefineSelected && !(*fi).V(i)->IsS() )
|
|
// break;
|
|
face::Pos<typename MESH_TYPE::FaceType>aux (&(*fi),i);
|
|
if( tri::HasPerVertexColor(m) ) {
|
|
(*fi).V(i)->C().lerp((*fi).V0(i)->C() , (*fi).V1(i)->C(),0.5f);
|
|
}
|
|
|
|
if (cbEven) {
|
|
(*cbEven)(int(100.0f * (float)j / (float)m.fn),"Refining");
|
|
j++;
|
|
}
|
|
int index = tri::Index(m, (*fi).V(i));
|
|
updatedList[index] = true;
|
|
even(newEven[index], aux);
|
|
}
|
|
}
|
|
}
|
|
|
|
MESH_TYPE::VertexType::DeleteBitFlag(evenFlag);
|
|
|
|
// Now apply the stored normal and position to the initial vertex set (note that newEven is << m.vert)
|
|
RefineE< MESH_TYPE, ODD_VERT > (m, odd, edgePred, RefineSelected, cbOdd);
|
|
for(size_t i=0;i<newEven.size();++i) {
|
|
if(updatedList[i]) {
|
|
m.vert[i].P()=newEven[i].first;
|
|
m.vert[i].N()=newEven[i].second;
|
|
}
|
|
}
|
|
|
|
odd.setValenceAttr(0);
|
|
even.setValenceAttr(0);
|
|
|
|
vcg::tri::Allocator<MESH_TYPE>::DeletePerVertexAttribute(m, valence);
|
|
|
|
return true;
|
|
}
|
|
|
|
} // namespace tri
|
|
} // namespace vcg
|
|
|
|
|
|
|
|
|
|
#endif
|
|
|
|
|
|
|