vcglib/vcg/complex/algorithms/voronoi_processing.h

1937 lines
72 KiB
C++

/****************************************************************************
* VCGLib o o *
* Visual and Computer Graphics Library o o *
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* Copyright(C) 2004-2016 \/)\/ *
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* (at your option) any later version. *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License (http://www.gnu.org/licenses/gpl.txt) *
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#ifndef VORONOI_PROCESSING_H
#define VORONOI_PROCESSING_H
#include<vcg/complex/algorithms/geodesic.h>
#include<vcg/complex/algorithms/update/color.h>
#include<vcg/complex/algorithms/refine.h>
#include<vcg/complex/algorithms/smooth.h>
#include<vcg/space/fitting3.h>
#include<wrap/callback.h>
namespace vcg
{
namespace tri
{
struct VoronoiProcessingParameter
{
enum {
None=0,
DistanceFromSeed=1,
DistanceFromBorder=2,
RegionArea=3
};
VoronoiProcessingParameter() {}
int colorStrategy=DistanceFromSeed;
float areaThresholdPerc=0;
bool deleteUnreachedRegionFlag=false;
bool unbiasedSeedFlag= true;
bool constrainSelectedSeed=false; /// If true the selected vertexes define a constraining domain:
/// During relaxation all selected seeds are constrained to move
/// only on other selected vertices.
/// In this way you can constrain some seed to move only on certain
/// domains, for example moving only along some linear features
/// like border of creases.
bool relaxOnlyConstrainedFlag=false;
bool preserveFixedSeed=false; /// If true the 'fixed' seeds are not moved during relaxation.
/// \see MarkVertexVectorAsFixed function to see how to fix a set of seeds.
float refinementRatio = 5.0f; /// It defines how much the input mesh has to be refined in order to have a supporting
/// triangulation that is dense enough to well approximate the voronoi diagram.
/// reasonable values are in the range 4..10. It is used by PreprocessForVoronoi and this value
/// says how many triangles you should expect in a voronoi region of a given radius.
float seedPerturbationProbability=0; /// if true at each iteration step each seed has the given probability to be perturbed a little.
float seedPerturbationAmount = 0.001f; /// As a bbox diag fraction (e.g. in the 0..1 range).
// Convertion to Voronoi Diagram Parameters
bool triangulateRegion=false; /// If true when building the voronoi diagram mesh each region is a
/// triangulated polygon. Otherwise it each voronoi region is a star
/// triangulation with the original seed in the center.
bool collapseShortEdge=false;
float collapseShortEdgePerc = 0.01f;
bool geodesicRelaxFlag= true;
CallBackPos *lcb=DummyCallBackPos;
};
template <class MeshType, class DistanceFunctor = EuclideanDistance<MeshType> >
class VoronoiProcessing
{
typedef typename MeshType::CoordType CoordType;
typedef typename MeshType::ScalarType ScalarType;
typedef typename MeshType::VertexType VertexType;
typedef typename MeshType::VertexPointer VertexPointer;
typedef typename MeshType::VertexIterator VertexIterator;
typedef typename MeshType::FacePointer FacePointer;
typedef typename MeshType::FaceIterator FaceIterator;
typedef typename MeshType::FaceType FaceType;
typedef typename MeshType::FaceContainer FaceContainer;
typedef typename tri::Geodesic<MeshType>::VertDist VertDist;
typedef typename face::Pos<FaceType> PosType;
public:
static math::MarsenneTwisterRNG &RandomGenerator()
{
static math::MarsenneTwisterRNG rnd;
return rnd;
}
typedef typename MeshType::template PerVertexAttributeHandle<VertexPointer> PerVertexPointerHandle;
typedef typename MeshType::template PerVertexAttributeHandle<bool> PerVertexBoolHandle;
typedef typename MeshType::template PerVertexAttributeHandle<float> PerVertexFloatHandle;
typedef typename MeshType::template PerFaceAttributeHandle<VertexPointer> PerFacePointerHandle;
// Given a vector of point3f it finds the closest vertices on the mesh.
static void SeedToVertexConversion(MeshType &m,std::vector<CoordType> &seedPVec,std::vector<VertexType *> &seedVVec, bool compactFlag = true)
{
typedef typename vcg::SpatialHashTable<VertexType, ScalarType> HashVertexGrid;
seedVVec.clear();
HashVertexGrid HG;
HG.Set(m.vert.begin(),m.vert.end());
const float dist_upper_bound=m.bbox.Diag()/10.0;
typename std::vector<CoordType>::iterator pi;
for(pi=seedPVec.begin();pi!=seedPVec.end();++pi)
{
ScalarType dist;
VertexPointer vp;
vp=tri::GetClosestVertex<MeshType,HashVertexGrid>(m, HG, *pi, dist_upper_bound, dist);
if(vp)
{
seedVVec.push_back(vp);
}
}
if(compactFlag)
{
std::sort(seedVVec.begin(),seedVVec.end());
typename std::vector<VertexType *>::iterator vi = std::unique(seedVVec.begin(),seedVVec.end());
seedVVec.resize( std::distance(seedVVec.begin(),vi) );
}
}
static void ComputePerVertexSources(MeshType &m, std::vector<VertexType *> &seedVec, DistanceFunctor &df)
{
tri::Allocator<MeshType>::DeletePerVertexAttribute(m,"sources"); // delete any conflicting handle regardless of the type...
PerVertexPointerHandle vertexSources = tri::Allocator<MeshType>:: template AddPerVertexAttribute<VertexPointer> (m,"sources");
tri::Allocator<MeshType>::DeletePerFaceAttribute(m,"sources"); // delete any conflicting handle regardless of the type...
tri::Allocator<MeshType>::template AddPerFaceAttribute<VertexPointer> (m,"sources");
assert(tri::Allocator<MeshType>::IsValidHandle(m,vertexSources));
tri::Geodesic<MeshType>::Compute(m,seedVec,df,std::numeric_limits<ScalarType>::max(),0,&vertexSources);
}
static void VoronoiColoring(MeshType &m, bool frontierFlag=true)
{
PerVertexPointerHandle sources = tri::Allocator<MeshType>:: template GetPerVertexAttribute<VertexPointer> (m,"sources");
assert(tri::Allocator<MeshType>::IsValidHandle(m,sources));
if(frontierFlag)
{
//static_cast<VertexPointer>(NULL) has been introduced just to avoid an error in the MSVS2010's compiler confusing pointer with int. You could use nullptr to avoid it, but it's not supported by all compilers.
//The error should have been removed from MSVS2012
std::pair<float,VertexPointer> zz(0.0f,static_cast<VertexPointer>(NULL));
std::vector< std::pair<float,VertexPointer> > regionArea(m.vert.size(),zz);
std::vector<VertexPointer> frontierVec;
GetAreaAndFrontier(m, sources, regionArea, frontierVec);
tri::Geodesic<MeshType>::Compute(m,frontierVec);
}
float minQ = std::numeric_limits<float>::max();
float maxQ = -std::numeric_limits<float>::max();
for(VertexIterator vi=m.vert.begin();vi!=m.vert.end();++vi)
if(sources[*vi])
{
if( (*vi).Q() < minQ) minQ=(*vi).Q();
if( (*vi).Q() > maxQ) maxQ=(*vi).Q();
}
for(VertexIterator vi=m.vert.begin();vi!=m.vert.end();++vi)
if(sources[*vi])
(*vi).C().SetColorRamp(minQ,maxQ,(*vi).Q());
else
(*vi).C()=Color4b::DarkGray;
// tri::UpdateColor<MeshType>::PerVertexQualityRamp(m);
}
static void VoronoiAreaColoring(MeshType &m,std::vector<VertexType *> &seedVec,
std::vector< std::pair<float,VertexPointer> > &regionArea)
{
PerVertexPointerHandle vertexSources = tri::Allocator<MeshType>:: template GetPerVertexAttribute<VertexPointer> (m,"sources");
float meshArea = tri::Stat<MeshType>::ComputeMeshArea(m);
float expectedArea = meshArea/float(seedVec.size());
for(size_t i=0;i<m.vert.size();++i)
m.vert[i].C()=Color4b::ColorRamp(expectedArea *0.75f ,expectedArea*1.25f, regionArea[tri::Index(m,vertexSources[i])].first);
}
// It associates the faces with a given vertex according to the vertex associations
//
// It READS the PerVertex attribute 'sources'
// It WRITES the PerFace attribute 'sources'
static void FaceAssociateRegion(MeshType &m)
{
PerFacePointerHandle faceSources = tri::Allocator<MeshType>:: template GetPerFaceAttribute<VertexPointer> (m,"sources");
PerVertexPointerHandle vertexSources = tri::Allocator<MeshType>:: template GetPerVertexAttribute<VertexPointer> (m,"sources");
for(FaceIterator fi=m.face.begin();fi!=m.face.end();++fi)
{
faceSources[fi]=0;
std::vector<VertexPointer> vp(3);
for(int i=0;i<3;++i) vp[i]=vertexSources[fi->V(i)];
for(int i=0;i<3;++i) // First try to associate to the most reached vertex
{
if(vp[0]==vp[1] && vp[0]==vp[2]) faceSources[fi] = vp[0];
else
{
if(vp[0]==vp[1] && vp[0]->Q()< vp[2]->Q()) faceSources[fi] = vp[0];
if(vp[0]==vp[2] && vp[0]->Q()< vp[1]->Q()) faceSources[fi] = vp[0];
if(vp[1]==vp[2] && vp[1]->Q()< vp[0]->Q()) faceSources[fi] = vp[1];
}
}
}
tri::UpdateTopology<MeshType>::FaceFace(m);
int unassCnt=0;
do
{
unassCnt=0;
for(FaceIterator fi=m.face.begin();fi!=m.face.end();++fi)
{
if(faceSources[fi]==0)
{
std::vector<VertexPointer> vp(3);
for(int i=0;i<3;++i)
vp[i]=faceSources[fi->FFp(i)];
if(vp[0]!=0 && (vp[0]==vp[1] || vp[0]==vp[2]))
faceSources[fi] = vp[0];
else if(vp[1]!=0 && (vp[1]==vp[2]))
faceSources[fi] = vp[1];
else
faceSources[fi] = std::max(vp[0],std::max(vp[1],vp[2]));
if(faceSources[fi]==0) unassCnt++;
}
}
}
while(unassCnt>0);
}
// Select all the faces with a given source vertex <vp>
// It reads the PerFace attribute 'sources'
static int FaceSelectAssociateRegion(MeshType &m, VertexPointer vp)
{
PerFacePointerHandle sources = tri::Allocator<MeshType>:: template FindPerFaceAttribute<VertexPointer> (m,"sources");
assert(tri::Allocator<MeshType>::IsValidHandle(m,sources));
tri::UpdateSelection<MeshType>::Clear(m);
int selCnt=0;
for(FaceIterator fi=m.face.begin();fi!=m.face.end();++fi)
{
if(sources[fi]==vp)
{
fi->SetS();
++selCnt;
}
}
return selCnt;
}
// Given a seed <vp>, it selects all the faces that have the minimal distance vertex sourced by the given <vp>.
// <vp> can be null (it search for unreached faces...)
// returns the number of selected faces;
//
// It reads the PerVertex attribute 'sources'
static int FaceSelectRegion(MeshType &m, VertexPointer vp)
{
PerVertexPointerHandle sources = tri::Allocator<MeshType>:: template GetPerVertexAttribute<VertexPointer> (m,"sources");
assert(tri::Allocator<MeshType>::IsValidHandle(m,sources));
tri::UpdateSelection<MeshType>::Clear(m);
int selCnt=0;
for(FaceIterator fi=m.face.begin();fi!=m.face.end();++fi)
{
int minInd = 0; float minVal=std::numeric_limits<float>::max();
for(int i=0;i<3;++i)
{
if((*fi).V(i)->Q()<minVal)
{
minInd=i;
minVal=(*fi).V(i)->Q();
}
}
if( sources[(*fi).V(minInd)] == vp)
{
fi->SetS();
selCnt++;
}
}
return selCnt;
}
/// Given a mesh with for each vertex the link to the closest seed
/// (e.g. for all vertexes we know what is the corresponding voronoi region)
/// we compute:
/// area of all the voronoi regions
/// the vector of the frontier vertexes (e.g. vert of faces shared by at least two regions)
///
/// Area is computed only for triangles that fully belong to a given source.
static void GetAreaAndFrontier(MeshType &m, PerVertexPointerHandle &sources,
std::vector< std::pair<float, VertexPointer> > &regionArea, // for each seed we store area
std::vector<VertexPointer> &frontierVec)
{
tri::UpdateFlags<MeshType>::VertexClearV(m);
frontierVec.clear();
for(FaceIterator fi=m.face.begin();fi!=m.face.end();++fi)
{
VertexPointer s0 = sources[(*fi).V(0)];
VertexPointer s1 = sources[(*fi).V(1)];
VertexPointer s2 = sources[(*fi).V(2)];
assert(s0 && s1 && s2);
if((s0 != s1) || (s0 != s2) )
{
for(int i=0;i<3;++i)
if(!fi->V(i)->IsV())
{
frontierVec.push_back(fi->V(i));
fi->V(i)->SetV();
}
}
else // the face belongs to a single region; accumulate area;
{
if(s0 != 0)
{
int seedIndex = tri::Index(m,s0);
regionArea[seedIndex].first+=DoubleArea(*fi)*0.5f;
regionArea[seedIndex].second=s0;
}
}
}
}
/// Given a mesh with for each vertex the link to the closest seed
/// we compute:
/// the vector of the corner faces (ie the faces shared exactly by three regions)
/// the vector of the frontier faces that are on the boundary.
static void GetFaceCornerVec(MeshType &m, PerVertexPointerHandle &sources,
std::vector<FacePointer> &cornerVec,
std::vector<FacePointer> &borderCornerVec)
{
tri::UpdateFlags<MeshType>::VertexClearV(m);
cornerVec.clear();
for(FaceIterator fi=m.face.begin();fi!=m.face.end();++fi)
{
VertexPointer s0 = sources[(*fi).V(0)];
VertexPointer s1 = sources[(*fi).V(1)];
VertexPointer s2 = sources[(*fi).V(2)];
assert(s0 && s1 && s2);
if(s1!=s2 && s0!=s1 && s0!=s2) {
cornerVec.push_back(&*fi);
}
else
{
if(isBorderCorner(&*fi,sources))
borderCornerVec.push_back(&*fi);
}
}
}
static bool isBorderCorner(FaceType *f, typename MeshType::template PerVertexAttributeHandle<VertexPointer> &sources)
{
for(int i=0;i<3;++i)
{
if(sources[(*f).V0(i)] != sources[(*f).V1(i)] && f->IsB(i))
return true;
}
return false;
}
// Given two supposedly adjacent border corner faces it finds the source common to them;
static VertexPointer CommonSourceBetweenBorderCorner(FacePointer f0, FacePointer f1, typename MeshType::template PerVertexAttributeHandle<VertexPointer> &sources)
{
assert(isBorderCorner(f0,sources));
assert(isBorderCorner(f1,sources));
int b0 =-1,b1=-1;
for(int i=0;i<3;++i)
{
if(face::IsBorder(*f0,i)) b0=i;
if(face::IsBorder(*f1,i)) b1=i;
}
assert(b0!=-1 && b1!=-1);
if( (sources[f0->V0(b0)] == sources[f1->V0(b1)]) || (sources[f0->V0(b0)] == sources[f1->V1(b1)]) )
return sources[f0->V0(b0)];
if( (sources[f0->V1(b0)] == sources[f1->V0(b1)]) || (sources[f0->V1(b0)] == sources[f1->V1(b1)]) )
return sources[f0->V1(b0)];
assert(0);
return 0;
}
static void ConvertVoronoiDiagramToMesh(MeshType &m,
MeshType &outMesh, MeshType &outPoly,
std::vector<VertexType *> &seedVec,
VoronoiProcessingParameter &vpp )
{
tri::RequirePerVertexAttribute(m,"sources");
PerVertexPointerHandle sources = tri::Allocator<MeshType>:: template GetPerVertexAttribute<VertexPointer> (m,"sources");
outMesh.Clear();
outPoly.Clear();
tri::UpdateTopology<MeshType>::FaceFace(m);
tri::UpdateFlags<MeshType>::FaceBorderFromFF(m);
std::vector<FacePointer> innerCornerVec, // Faces adjacent to three different regions
borderCornerVec; // Faces that are on the border and adjacent to at least two regions.
GetFaceCornerVec(m, sources, innerCornerVec, borderCornerVec);
// For each seed collect all the vertices and build
for(size_t i=0;i<seedVec.size();++i)
tri::Allocator<MeshType>::AddVertex(outMesh,seedVec[i]->P(),Color4b::DarkGray);
for(size_t i=0;i<seedVec.size();++i)
{
VertexPointer curSeed=seedVec[i];
vector<CoordType> pt;
for(size_t j=0;j<innerCornerVec.size();++j)
for(int qq=0;qq<3;qq++)
if(sources[innerCornerVec[j]->V(qq)] == curSeed)
{
pt.push_back(Barycenter(*innerCornerVec[j]));
break;
}
for(size_t j=0;j<borderCornerVec.size();++j)
for(int qq=0;qq<3;qq++)
if(sources[borderCornerVec[j]->V(qq)] == curSeed)
{
CoordType edgeCenter;
for(int jj=0;jj<3;++jj) if(face::IsBorder(*(borderCornerVec[j]),jj))
edgeCenter=(borderCornerVec[j]->P0(jj)+borderCornerVec[j]->P1(jj))/2.0f;
pt.push_back(edgeCenter);
break;
}
Plane3<ScalarType> pl;
pt.push_back(curSeed->P());
FitPlaneToPointSet(pt,pl);
pt.pop_back();
CoordType nZ = pl.Direction();
CoordType nX = (pt[0]-curSeed->P()).Normalize();
CoordType nY = (nX^nZ).Normalize();
vector<std::pair<float,int> > angleVec(pt.size());
for(size_t j=0;j<pt.size();++j)
{
CoordType p = (pt[j]-curSeed->P()).Normalize();
float angle = 180.0f+math::ToDeg(atan2(p*nY,p*nX));
angleVec[j] = make_pair(angle,j);
}
std::sort(angleVec.begin(),angleVec.end());
// Now build another piece of mesh.
int curRegionStart=outMesh.vert.size();
for(size_t j=0;j<pt.size();++j)
tri::Allocator<MeshType>::AddVertex(outMesh,pt[angleVec[j].second],Color4b::LightGray);
for(size_t j=0;j<pt.size();++j){
float curAngle = angleVec[(j+1)%pt.size()].first - angleVec[j].first;
// printf("seed %4i (%i) - face %i angle %5.1f %5.1f %5.1f\n",i,curRegionStart,j,angleVec[j].first,angleVec[(j+1)%pt.size()].first,curAngle);
if(curAngle < 0) curAngle += 360.0;
if(curAngle < 170.0)
tri::Allocator<MeshType>::AddFace(outMesh,
&outMesh.vert[i ],
&outMesh.vert[curRegionStart + j ],
&outMesh.vert[curRegionStart + ((j+1)%pt.size())]);
outMesh.face.back().SetF(0);
outMesh.face.back().SetF(2);
}
} // end for each seed.
tri::Clean<MeshType>::RemoveDuplicateVertex(outMesh);
tri::UpdateTopology<MeshType>::FaceFace(outMesh);
bool oriented,orientable;
tri::Clean<MeshType>::OrientCoherentlyMesh(outMesh,oriented,orientable);
tri::UpdateTopology<MeshType>::FaceFace(outMesh);
// last loop to remove faux edges bit that are now on the boundary.
for(FaceIterator fi=outMesh.face.begin();fi!=outMesh.face.end();++fi)
for(int i=0;i<3;++i)
if(face::IsBorder(*fi,i) && fi->IsF(i)) fi->ClearF(i);
std::vector< typename tri::UpdateTopology<MeshType>::PEdge> EdgeVec;
// ******************* star to tri conversion *********
// If requested the voronoi regions are converted from a star arragned polygon
// with vertex on the seed to a simple triangulated polygon by mean of a simple edge collapse
if(vpp.triangulateRegion)
{
tri::UpdateFlags<MeshType>::FaceBorderFromFF(outMesh);
tri::UpdateFlags<MeshType>::VertexBorderFromFaceBorder(outMesh);
for(FaceIterator fi=outMesh.face.begin();fi!=outMesh.face.end();++fi) if(!fi->IsD())
{
for(int i=0;i<3;++i)
{
bool b0 = fi->V0(i)->IsB();
bool b1 = fi->V1(i)->IsB();
if( ((b0 && b1) || (fi->IsF(i) && !b0) ) &&
tri::Index(outMesh,fi->V0(i))<seedVec.size())
{
if(!seedVec[tri::Index(outMesh,fi->V0(i))]->IsS())
if(face::FFLinkCondition(*fi, i))
{
face::FFEdgeCollapse(outMesh, *fi,i); // we delete vertex fi->V0(i)
break;
}
}
}
}
}
// Now a plain conversion of the non faux edges into a polygonal mesh
tri::UpdateTopology<MeshType>::FillUniqueEdgeVector(outMesh,EdgeVec,false);
tri::UpdateTopology<MeshType>::AllocateEdge(outMesh);
for(size_t i=0;i<outMesh.vert.size();++i)
tri::Allocator<MeshType>::AddVertex(outPoly,outMesh.vert[i].P());
for(size_t i=0;i<EdgeVec.size();++i)
{
size_t e0 = tri::Index(outMesh,EdgeVec[i].v[0]);
size_t e1 = tri::Index(outMesh,EdgeVec[i].v[1]);
assert(e0<outPoly.vert.size());
tri::Allocator<MeshType>::AddEdge(outPoly,&(outPoly.vert[e0]),&(outPoly.vert[e1]));
}
}
/// \brief Build a mesh of voronoi diagram from the given seeds
///
/// This function assumes that you have just run a geodesic like algorithm over your mesh using
/// a seed set as starting points and that there is an PerVertex Attribute called 'sources'
/// with pointers to the seed source. Usually you can initialize it with something like
///
/// DistanceFunctor &df,
/// tri::Geodesic<MeshType>::Compute(m, seedVec, df, std::numeric_limits<ScalarType>::max(),0,&sources);
///
static void ConvertVoronoiDiagramToMeshOld(MeshType &m,
MeshType &outMesh, MeshType &outPoly,
std::vector<VertexType *> &seedVec,
VoronoiProcessingParameter &vpp )
{
tri::RequirePerVertexAttribute(m,"sources");
PerVertexPointerHandle sources = tri::Allocator<MeshType>:: template GetPerVertexAttribute<VertexPointer> (m,"sources");
outMesh.Clear();
outPoly.Clear();
tri::UpdateTopology<MeshType>::FaceFace(m);
tri::UpdateFlags<MeshType>::FaceBorderFromFF(m);
std::map<VertexPointer, int> seedMap; // It says if a given vertex of m is a seed (and what position it has in the seed vector)
for(size_t i=0;i<m.vert.size();++i)
seedMap[&(m.vert[i])]=-1;
for(size_t i=0;i<seedVec.size();++i)
seedMap[seedVec[i]]=i;
// Consistency Checks
for(VertexIterator vi=m.vert.begin();vi!=m.vert.end();++vi)
{
assert(sources[vi] != 0); // all vertices mush have a source must be seeds.
int ind=tri::Index(m,sources[vi]);
assert((ind>=0) && (ind<m.vn)); // the source must be a vertex of the mesh
assert(seedMap[sources[vi]]!=-1); // the source must be one of the seedVec
}
std::vector<FacePointer> innerCornerVec, // Faces adjacent to three different regions
borderCornerVec; // Faces that are on the border and adjacent to at least two regions.
GetFaceCornerVec(m, sources, innerCornerVec, borderCornerVec);
std::map<FacePointer,int> vertexIndCornerMap; // Given a cornerFace (border or inner) what is the corresponding vertex?
for(size_t i=0;i<m.face.size();++i)
vertexIndCornerMap[&(m.face[i])]=-1;
// First add all the needed vertices: seeds and corners
for(size_t i=0;i<seedVec.size();++i)
tri::Allocator<MeshType>::AddVertex(outMesh, seedVec[i]->P(),Color4b::White);
for(size_t i=0;i<innerCornerVec.size();++i){
tri::Allocator<MeshType>::AddVertex(outMesh, vcg::Barycenter(*(innerCornerVec[i])),Color4b::Gray);
vertexIndCornerMap[innerCornerVec[i]] = outMesh.vn-1;
}
for(size_t i=0;i<borderCornerVec.size();++i){
Point3f edgeCenter;
for(int j=0;j<3;++j) if(face::IsBorder(*(borderCornerVec[i]),j))
edgeCenter=(borderCornerVec[i]->P0(j)+borderCornerVec[i]->P1(j))/2.0f;
tri::Allocator<MeshType>::AddVertex(outMesh, edgeCenter,Color4b::Gray);
vertexIndCornerMap[borderCornerVec[i]] = outMesh.vn-1;
}
tri::Append<MeshType,MeshType>::MeshCopy(outPoly,outMesh);
// There is a voronoi edge if there are two corner face that share two sources.
// In such a case we add a pair of triangles with an edge connecting these two corner faces
// and with the two involved sources
// For each pair of adjacent seed we store the first of the two corner that we encounter.
std::map<std::pair<VertexPointer,VertexPointer>, FacePointer > VoronoiEdge;
// 1) Build internal triangles
// Loop build all the triangles connecting seeds with internal corners
// we loop over the all the voronoi corner (triangles with three different sources)
// we build
for(size_t i=0;i<innerCornerVec.size();++i)
{
for(int j=0;j<3;++j)
{
VertexPointer v0 = sources[innerCornerVec[i]->V0(j)];
VertexPointer v1 = sources[innerCornerVec[i]->V1(j)];
assert(seedMap[v0]>=0);assert(seedMap[v1]>=0);
if(v1<v0) std::swap(v0,v1); assert(v1!=v0);
if(VoronoiEdge[std::make_pair(v0,v1)] == 0)
VoronoiEdge[std::make_pair(v0,v1)] = innerCornerVec[i];
else
{
FacePointer otherCorner = VoronoiEdge[std::make_pair(v0,v1)];
VertexPointer corner0 = &(outMesh.vert[vertexIndCornerMap[innerCornerVec[i]]]);
VertexPointer corner1 = &(outMesh.vert[vertexIndCornerMap[otherCorner]]);
tri::Allocator<MeshType>::AddFace(outMesh,&(outMesh.vert[seedMap[v0]]), corner0, corner1);
tri::Allocator<MeshType>::AddFace(outMesh,&(outMesh.vert[seedMap[v1]]), corner1, corner0);
}
}
}
// 2) build the boundary facets:
// We loop over border corners and build triangles with seed vertex
// we do **only** triangles with a bordercorner and a internal 'corner'
for(size_t i=0;i<borderCornerVec.size();++i)
{
VertexPointer s0 = sources[borderCornerVec[i]->V(0)]; // All bordercorner faces have only two different regions
VertexPointer s1 = sources[borderCornerVec[i]->V(1)];
if(s1==s0) s1 = sources[borderCornerVec[i]->V(2)];
if(s1<s0) std::swap(s0,s1); assert(s1!=s0);
FacePointer innerCorner = VoronoiEdge[std::make_pair(s0,s1)] ;
if(innerCorner)
{
VertexPointer corner0 = &(outMesh.vert[vertexIndCornerMap[innerCorner]]);
VertexPointer corner1 = &(outMesh.vert[vertexIndCornerMap[borderCornerVec[i]]]);
tri::Allocator<MeshType>::AddFace(outMesh,&(outMesh.vert[seedMap[s0]]), corner0, corner1);
tri::Allocator<MeshType>::AddFace(outMesh,&(outMesh.vert[seedMap[s1]]), corner0, corner1);
}
}
// Final pass
tri::UpdateFlags<MeshType>::FaceClearV(m);
bool AllFaceVisited = false;
while(!AllFaceVisited)
{
// search for a unvisited boundary face
face::Pos<FaceType> pos,startPos;
AllFaceVisited=true;
for(size_t i=0; (AllFaceVisited) && (i<borderCornerVec.size()); ++i)
if(!borderCornerVec[i]->IsV())
{
for(int j=0;j<3;++j)
if(face::IsBorder(*(borderCornerVec[i]),j))
{
pos.Set(borderCornerVec[i],j,borderCornerVec[i]->V(j));
AllFaceVisited =false;
}
}
if(AllFaceVisited) break;
assert(pos.IsBorder());
startPos=pos;
bool foundBorderSeed=false;
FacePointer curBorderCorner = pos.F();
do
{
pos.F()->SetV();
pos.NextB();
if(sources[pos.V()]==pos.V())
foundBorderSeed=true;
assert(isBorderCorner(curBorderCorner,sources));
if(isBorderCorner(pos.F(),sources))
if(pos.F() != curBorderCorner)
{
VertexPointer curReg = CommonSourceBetweenBorderCorner(curBorderCorner, pos.F(),sources);
VertexPointer curSeed = &(outMesh.vert[seedMap[curReg]]);
int otherCorner0 = vertexIndCornerMap[pos.F() ];
int otherCorner1 = vertexIndCornerMap[curBorderCorner];
VertexPointer corner0 = &(outMesh.vert[otherCorner0]);
VertexPointer corner1 = &(outMesh.vert[otherCorner1]);
if(!foundBorderSeed)
tri::Allocator<MeshType>::AddFace(outMesh,curSeed,corner0,corner1);
foundBorderSeed=false;
curBorderCorner=pos.F();
}
}
while(pos!=startPos);
}
//**************** CLEANING ***************
// 1) reorient
bool oriented,orientable;
tri::UpdateTopology<MeshType>::FaceFace(outMesh);
tri::Clean<MeshType>::OrientCoherentlyMesh(outMesh,oriented,orientable);
// assert(orientable);
// check that the normal of the input mesh are consistent with the result
tri::UpdateNormal<MeshType>::PerVertexNormalizedPerFaceNormalized(outMesh);
tri::UpdateNormal<MeshType>::PerVertexNormalizedPerFaceNormalized(m);
if(seedVec[0]->N() * outMesh.vert[0].N() < 0 )
tri::Clean<MeshType>::FlipMesh(outMesh);
tri::UpdateTopology<MeshType>::FaceFace(outMesh);
tri::UpdateFlags<MeshType>::FaceBorderFromFF(outMesh);
// 2) Remove Flips
tri::UpdateNormal<MeshType>::PerFaceNormalized(outMesh);
tri::UpdateFlags<MeshType>::FaceClearV(outMesh);
for(FaceIterator fi=outMesh.face.begin();fi!=outMesh.face.end();++fi)
{
int badDiedralCnt=0;
for(int i=0;i<3;++i)
if(fi->N() * fi->FFp(i)->N() <0 ) badDiedralCnt++;
if(badDiedralCnt == 2) fi->SetV();
}
for(FaceIterator fi=outMesh.face.begin();fi!=outMesh.face.end();++fi)
if(fi->IsV()) Allocator<MeshType>::DeleteFace(outMesh,*fi);
tri::Allocator<MeshType>::CompactEveryVector(outMesh);
tri::UpdateTopology<MeshType>::FaceFace(outMesh);
tri::UpdateFlags<MeshType>::FaceBorderFromFF(outMesh);
tri::UpdateFlags<MeshType>::VertexBorderFromFaceBorder(outMesh);
// 3) set up faux bits
for(FaceIterator fi=outMesh.face.begin();fi!=outMesh.face.end();++fi)
for(int i=0;i<3;++i)
{
size_t v0 = tri::Index(outMesh,fi->V0(i) );
size_t v1 = tri::Index(outMesh,fi->V1(i) );
if (v0 < seedVec.size() && !(seedVec[v0]->IsB() && fi->IsB(i))) fi->SetF(i);
if (v1 < seedVec.size() && !(seedVec[v1]->IsB() && fi->IsB(i))) fi->SetF(i);
}
if(vpp.collapseShortEdge)
{
float distThr = m.bbox.Diag() * vpp.collapseShortEdgePerc;
for(FaceIterator fi=outMesh.face.begin();fi!=outMesh.face.end();++fi) if(!fi->IsD())
{
for(int i=0;i<3;++i)
if((Distance(fi->P0(i),fi->P1(i))<distThr) && !fi->IsF(i))
{
// printf("Collapsing face %i:%i e%i \n",tri::Index(outMesh,*fi),tri::Index(outMesh,fi->FFp(i)),i);
if ((!fi->V(i)->IsB())&&(face::FFLinkCondition(*fi, i)))
face::FFEdgeCollapse(outMesh, *fi,i);
break;
}
}
}
//******************** END OF CLEANING ****************
// ******************* star to tri conversion *********
// If requested the voronoi regions are converted from a star arragned polygon
// with vertex on the seed to a simple triangulated polygon by mean of a simple edge collapse
if(vpp.triangulateRegion)
{
for(FaceIterator fi=outMesh.face.begin();fi!=outMesh.face.end();++fi) if(!fi->IsD())
{
for(int i=0;i<3;++i)
{
bool b0 = fi->V0(i)->IsB();
bool b1 = fi->V1(i)->IsB();
if( ((b0 && b1) || (fi->IsF(i) && !b0 && !b1) ) &&
tri::Index(outMesh,fi->V(i))<seedVec.size())
{
if(!seedVec[tri::Index(outMesh,fi->V(i))]->IsS())
if(face::FFLinkCondition(*fi, i))
{
face::FFEdgeCollapse(outMesh, *fi,i);
break;
}
}
}
}
}
// Now a plain conversion of the non faux edges into a polygonal mesh
std::vector< typename tri::UpdateTopology<MeshType>::PEdge> EdgeVec;
tri::UpdateTopology<MeshType>::FillUniqueEdgeVector(outMesh,EdgeVec,false);
tri::UpdateTopology<MeshType>::AllocateEdge(outMesh);
for(size_t i=0;i<EdgeVec.size();++i)
{
size_t e0 = tri::Index(outMesh,EdgeVec[i].v[0]);
size_t e1 = tri::Index(outMesh,EdgeVec[i].v[1]);
assert(e0<outPoly.vert.size());
tri::Allocator<MeshType>::AddEdge(outPoly,&(outPoly.vert[e0]),&(outPoly.vert[e1]));
}
}
class VoronoiEdge
{
public:
VertexPointer r0,r1;
FacePointer f0,f1;
bool operator == (const VoronoiEdge &ve) const {return ve.r0==r0 && ve.r1==r1; }
bool operator < (const VoronoiEdge &ve) const { return (ve.r0==r0)?ve.r1<r1:ve.r0<r0; }
float Len() const { return Distance(vcg::Barycenter(*f0), vcg::Barycenter(*f1)); }
};
static void BuildVoronoiEdgeVec(MeshType &m, std::vector<VoronoiEdge> &edgeVec)
{
PerVertexPointerHandle sources = tri::Allocator<MeshType>:: template GetPerVertexAttribute<VertexPointer> (m,"sources");
edgeVec.clear();
std::vector<FacePointer> cornerVec;
std::vector<FacePointer> borderCornerVec;
GetFaceCornerVec(m,sources,cornerVec,borderCornerVec);
// Now find all the voronoi edges: each edge (a *face pair) is identified by two voronoi regions
typedef std::map< std::pair<VertexPointer,VertexPointer>, std::pair<FacePointer,FacePointer> > EdgeMapType;
EdgeMapType EdgeMap;
printf("cornerVec.size() %i\n",(int)cornerVec.size());
for(size_t i=0;i<cornerVec.size();++i)
{
for(int j=0;j<3;++j)
{
VertexPointer v0 = sources[cornerVec[i]->V0(j)];
VertexPointer v1 = sources[cornerVec[i]->V1(j)];
assert(v0!=v1);
if(v0>v1) std::swap(v1,v0);
std::pair<VertexPointer,VertexPointer> adjRegion = std::make_pair(v0,v1);
if(EdgeMap[adjRegion].first==0)
EdgeMap[adjRegion].first = cornerVec[i];
else
EdgeMap[adjRegion].second = cornerVec[i];
}
}
for(size_t i=0;i<borderCornerVec.size();++i)
{
VertexPointer v0 = sources[borderCornerVec[i]->V(0)];
VertexPointer v1 = sources[borderCornerVec[i]->V(1)];
if(v0==v1) v1 = sources[borderCornerVec[i]->V(2)];
assert(v0!=v1);
if(v0>v1) std::swap(v1,v0);
std::pair<VertexPointer,VertexPointer> adjRegion = std::make_pair(v0,v1);
if(EdgeMap[adjRegion].first==0)
EdgeMap[adjRegion].first = borderCornerVec[i];
else
EdgeMap[adjRegion].second = borderCornerVec[i];
}
typename EdgeMapType::iterator mi;
for(mi=EdgeMap.begin();mi!=EdgeMap.end();++mi)
{
if((*mi).second.first && (*mi).second.second)
{
assert((*mi).first.first && (*mi).first.second);
edgeVec.push_back(VoronoiEdge());
edgeVec.back().r0 = (*mi).first.first;
edgeVec.back().r1 = (*mi).first.second;
edgeVec.back().f0 = (*mi).second.first;
edgeVec.back().f1 = (*mi).second.second;
}
}
}
static void BuildBiasedSeedVec(MeshType &m,
DistanceFunctor &df,
std::vector<VertexPointer> &seedVec,
std::vector<VertexPointer> &frontierVec,
std::vector<VertDist> &biasedFrontierVec,
VoronoiProcessingParameter &vpp)
{
(void)df;
biasedFrontierVec.clear();
if(vpp.unbiasedSeedFlag)
{
for(size_t i=0;i<frontierVec.size();++i)
biasedFrontierVec.push_back(VertDist(frontierVec[i],0));
assert(biasedFrontierVec.size() == frontierVec.size());
return;
}
std::vector<VoronoiEdge> edgeVec;
BuildVoronoiEdgeVec(m,edgeVec);
printf("Found %i edges on a diagram of %i seeds\n",int(edgeVec.size()),int(seedVec.size()));
std::map<VertexPointer,std::vector<VoronoiEdge *> > SeedToEdgeVecMap;
std::map< std::pair<VertexPointer,VertexPointer>, VoronoiEdge *> SeedPairToEdgeMap;
float totalLen=0;
for(size_t i=0;i<edgeVec.size();++i)
{
SeedToEdgeVecMap[edgeVec[i].r0].push_back(&(edgeVec[i]));
SeedToEdgeVecMap[edgeVec[i].r1].push_back(&(edgeVec[i]));
SeedPairToEdgeMap[std::make_pair(edgeVec[i].r0, edgeVec[i].r1)]=&(edgeVec[i]);
assert (edgeVec[i].r0 < edgeVec[i].r1);
totalLen +=edgeVec[i].Len();
}
// compute the perimeter of each region
std::map <VertexPointer, float> regionPerymeter;
for(size_t i=0;i<seedVec.size();++i)
{
for(size_t j=0;j<SeedToEdgeVecMap[seedVec[i]].size();++j)
{
VoronoiEdge *vep = SeedToEdgeVecMap[seedVec[i]][j];
regionPerymeter[seedVec[i]]+=vep->Len();
}
printf("perimeter of region %i is %f\n",(int)i,regionPerymeter[seedVec[i]]);
}
PerVertexPointerHandle sources = tri::Allocator<MeshType>:: template GetPerVertexAttribute<VertexPointer> (m,"sources");
// The real bias for each edge is (perim)/(edge)
// each source can belong to two edges max. so the weight is
std::map<VertexPointer,float> weight;
std::map<VertexPointer,int> cnt;
float biasSum = totalLen/5.0f;
for(FaceIterator fi=m.face.begin();fi!=m.face.end();++fi)
{
for(int i=0;i<3;++i)
{
VertexPointer s0 = sources[(*fi).V0(i)];
VertexPointer s1 = sources[(*fi).V1(i)];
if(s0!=s1)
{
if(s0>s1) std::swap(s0,s1);
VoronoiEdge *ve = SeedPairToEdgeMap[std::make_pair(s0,s1)];
if(!ve) printf("v %i %i \n",(int)tri::Index(m,s0),(int)tri::Index(m,s1));
assert(ve);
float el = ve->Len();
weight[(*fi).V0(i)] += (regionPerymeter[s0]+biasSum)/(el+biasSum) ;
weight[(*fi).V1(i)] += (regionPerymeter[s1]+biasSum)/(el+biasSum) ;
cnt[(*fi).V0(i)]++;
cnt[(*fi).V1(i)]++;
}
}
}
for(VertexIterator vi=m.vert.begin();vi!=m.vert.end();++vi)
{
if(cnt[&*vi]>0)
{
// float bias = weight[&*vi]/float(cnt[&*vi]);
float bias = weight[&*vi]/float(cnt[&*vi]) + totalLen;
biasedFrontierVec.push_back(VertDist(&*vi, bias));
}
}
printf("Collected %i frontier vertexes\n",(int)biasedFrontierVec.size());
}
static void DeleteUnreachedRegions(MeshType &m, PerVertexPointerHandle &sources)
{
tri::UpdateFlags<MeshType>::VertexClearV(m);
for(size_t i=0;i<m.vert.size();++i)
if(sources[i]==0) m.vert[i].SetV();
for(FaceIterator fi=m.face.begin(); fi!=m.face.end();++fi)
if(fi->V(0)->IsV() || fi->V(1)->IsV() || fi->V(2)->IsV() )
{
face::VFDetach(*fi);
tri::Allocator<MeshType>::DeleteFace(m,*fi);
}
// qDebug("Deleted faces not reached: %i -> %i",int(m.face.size()),m.fn);
tri::Clean<MeshType>::RemoveUnreferencedVertex(m);
tri::Allocator<MeshType>::CompactEveryVector(m);
}
/// Let f_p(q) be the squared distance of q from p
/// f_p(q) = (p_x-q_x)^2 + (p_y-q_y)^2 + (p_z-q_z)^2
/// f_p(q) = p_x^2 -2p_xq_x +q_x^2 + ... + p_z^2 -2p_zq_z +q_z^2
///
struct QuadricSumDistance
{
ScalarType a;
ScalarType c;
CoordType b;
QuadricSumDistance() {a=0; c=0; b[0]=0; b[1]=0; b[2]=0;}
void AddPoint(CoordType p)
{
a+=1;
assert(c>=0);
c+=p*p;
b[0]+= -2.0f*p[0];
b[1]+= -2.0f*p[1];
b[2]+= -2.0f*p[2];
}
ScalarType Eval(CoordType p) const
{
ScalarType d = a*(p*p) + b*p + c;
assert(d>=0);
return d;
}
CoordType Min() const
{
return b * -0.5f;
}
};
/// \brief Relax the seeds of a Voronoi diagram according to the quadric distance rule.
///
/// For each region it search the vertex that minimize the sum of the squared distance
/// from all the points of the region.
///
/// It uses a vector of QuadricSumDistances;
/// for simplicity it is sized as the vertex vector even if only the ones of the quadric
/// corresponding to seeds are actually used.
///
/// It return true if at least one seed changed position.
///
static bool QuadricRelax(MeshType &m, std::vector<VertexType *> &seedVec,
std::vector<VertexPointer> &frontierVec,
std::vector<VertexType *> &newSeeds,
DistanceFunctor &df,
VoronoiProcessingParameter &vpp)
{
(void)seedVec;
(void)frontierVec;
(void)df;
newSeeds.clear();
PerVertexPointerHandle sources = tri::Allocator<MeshType>:: template GetPerVertexAttribute<VertexPointer> (m,"sources");
PerVertexBoolHandle fixed = tri::Allocator<MeshType>:: template GetPerVertexAttribute<bool> (m,"fixed");
QuadricSumDistance dz;
std::vector<QuadricSumDistance> dVec(m.vert.size(),dz);
for(VertexIterator vi=m.vert.begin();vi!=m.vert.end();++vi)
{
assert(sources[vi]!=0);
int seedIndex = tri::Index(m,sources[vi]);
// When constraining seeds movement we move selected seeds only onto other selected vertices
if(vpp.constrainSelectedSeed)
{ // So we sum only the contribs of the selected vertices
if( (sources[vi]->IsS() && vi->IsS()) || (!sources[vi]->IsS()))
dVec[seedIndex].AddPoint(vi->P());
}
else
dVec[seedIndex].AddPoint(vi->P());
}
// Search the local maxima for each region and use them as new seeds
std::pair<float,VertexPointer> zz(std::numeric_limits<ScalarType>::max(), static_cast<VertexPointer>(0));
std::vector< std::pair<float,VertexPointer> > seedMaximaVec(m.vert.size(),zz);
for(VertexIterator vi=m.vert.begin();vi!=m.vert.end();++vi)
{
assert(sources[vi]!=0);
int seedIndex = tri::Index(m,sources[vi]);
ScalarType val = dVec[seedIndex].Eval(vi->P());
vi->Q()=val;
// if constrainSelectedSeed we search only among selected vertices
if(!vpp.constrainSelectedSeed || !sources[vi]->IsS() || vi->IsS())
{
if(seedMaximaVec[seedIndex].first > val)
{
seedMaximaVec[seedIndex].first = val;
seedMaximaVec[seedIndex].second = &*vi;
}
}
}
if(vpp.colorStrategy==VoronoiProcessingParameter::DistanceFromBorder)
tri::UpdateColor<MeshType>::PerVertexQualityRamp(m);
// tri::io::ExporterPLY<MeshType>::Save(m,"last.ply",tri::io::Mask::IOM_VERTCOLOR + tri::io::Mask::IOM_VERTQUALITY );
bool seedChanged=false;
// update the seedvector with the new maxima (For the vertex not fixed)
for(size_t i=0;i<m.vert.size();++i)
if(seedMaximaVec[i].second) // Most of the seedMaximaVec is unused: only the updated entries have a non zero pointer
{
VertexPointer curSrc = sources[seedMaximaVec[i].second];
if(vpp.preserveFixedSeed && fixed[curSrc])
newSeeds.push_back(curSrc);
else
{
newSeeds.push_back(seedMaximaVec[i].second);
if(curSrc != seedMaximaVec[i].second)
seedChanged=true;
}
}
return seedChanged;
}
/// \brief Relax the Seeds of a Voronoi diagram according to the geodesic rule.
///
/// For each region, given the frontiers, it chooses the point with the highest distance from the frontier
/// This strategy automatically moves the vertices onto the boundary (if any).
///
/// It return true if at least one seed changed position.
///
static bool GeodesicRelax(MeshType &m, std::vector<VertexType *> &seedVec, std::vector<VertexPointer> &frontierVec,
std::vector<VertexType *> &newSeeds,
DistanceFunctor &df, VoronoiProcessingParameter &vpp)
{
newSeeds.clear();
typename MeshType::template PerVertexAttributeHandle<VertexPointer> sources;
sources = tri::Allocator<MeshType>:: template GetPerVertexAttribute<VertexPointer> (m,"sources");
typename MeshType::template PerVertexAttributeHandle<bool> fixed;
fixed = tri::Allocator<MeshType>:: template GetPerVertexAttribute<bool> (m,"fixed");
std::vector<typename tri::Geodesic<MeshType>::VertDist> biasedFrontierVec;
BuildBiasedSeedVec(m,df,seedVec,frontierVec,biasedFrontierVec,vpp);
tri::Geodesic<MeshType>::Visit(m,biasedFrontierVec,df);
if(vpp.colorStrategy == VoronoiProcessingParameter::DistanceFromSeed)
tri::UpdateColor<MeshType>::PerVertexQualityRamp(m);
// tri::io::ExporterPLY<MeshType>::Save(m,"last.ply",tri::io::Mask::IOM_VERTCOLOR + tri::io::Mask::IOM_VERTQUALITY );
if(vpp.colorStrategy == VoronoiProcessingParameter::DistanceFromBorder)
tri::UpdateColor<MeshType>::PerVertexQualityRamp(m);
// Search the local maxima for each region and use them as new seeds
std::pair<float,VertexPointer> zz(0.0f,nullptr);
std::vector< std::pair<float,VertexPointer> > seedMaximaVec(m.vert.size(),zz);
for(VertexIterator vi=m.vert.begin();vi!=m.vert.end();++vi)
{
assert(sources[vi]!=0);
int seedIndex = tri::Index(m,sources[vi]);
if(!vpp.constrainSelectedSeed || !sources[vi]->IsS() || vi->IsS())
{
if(seedMaximaVec[seedIndex].first < (*vi).Q())
{
seedMaximaVec[seedIndex].first=(*vi).Q();
seedMaximaVec[seedIndex].second=&*vi;
}
}
}
bool seedChanged=false;
// update the seedvector with the new maxima (For the vertex not selected)
for(size_t i=0;i<seedMaximaVec.size();++i)
if(seedMaximaVec[i].second)// only updated entries have a non zero pointer
{
VertexPointer curSrc = sources[seedMaximaVec[i].second];
if(vpp.preserveFixedSeed && fixed[curSrc])
newSeeds.push_back(curSrc);
else
{
newSeeds.push_back(seedMaximaVec[i].second);
if(curSrc != seedMaximaVec[i].second) seedChanged=true;
}
}
return seedChanged;
}
static void PruneSeedByRegionArea(std::vector<VertexType *> &seedVec,
std::vector< std::pair<float,VertexPointer> > &regionArea,
VoronoiProcessingParameter &vpp)
{
// Smaller area region are discarded
Distribution<float> H;
for(size_t i=0;i<regionArea.size();++i)
if(regionArea[i].second) H.Add(regionArea[i].first);
float areaThreshold=0;
if(vpp.areaThresholdPerc != 0) areaThreshold = H.Percentile(vpp.areaThresholdPerc);
std::vector<VertexType *> newSeedVec;
// update the seedvector with the new maxima (For the vertex not selected)
for(size_t i=0;i<seedVec.size();++i)
{
if(regionArea[i].first >= areaThreshold)
newSeedVec.push_back(seedVec[i]);
}
swap(seedVec,newSeedVec);
}
/// \brief Mark a vector of seeds to be fixed.
///
/// Vertex pointers must belong to the mesh.
/// The framework use a boolean attribute called "fixed" to store this info.
///
static void MarkVertexVectorAsFixed(MeshType &m, std::vector<VertexType *> &vertToFixVec)
{
typename MeshType::template PerVertexAttributeHandle<bool> fixed;
fixed = tri::Allocator<MeshType>:: template GetPerVertexAttribute<bool> (m,"fixed");
for(VertexIterator vi=m.vert.begin();vi!=m.vert.end();++vi)
fixed[vi]=false;
for(size_t i=0;i<vertToFixVec.size();++i)
fixed[vertToFixVec[i]]=true;
}
static int RestrictedVoronoiRelaxing(MeshType &m, std::vector<CoordType> &seedPosVec,
std::vector<bool> &fixedVec,
int relaxStep,
VoronoiProcessingParameter &vpp)
{
PerVertexFloatHandle area = tri::Allocator<MeshType>:: template GetPerVertexAttribute<float> (m,"area");
for(VertexIterator vi=m.vert.begin();vi!=m.vert.end();++vi)
area[vi]=0;
for(FaceIterator fi=m.face.begin();fi!=m.face.end();++fi)
{
ScalarType a3 = DoubleArea(*fi)/6.0;
for(int i=0;i<3;++i)
area[fi->V(i)]+=a3;
}
// assert(m.vn > (int)seedPosVec.size()*20);
int i;
ScalarType perturb = m.bbox.Diag()*vpp.seedPerturbationAmount;
for(i=0;i<relaxStep;++i)
{
vpp.lcb(i*100/relaxStep,StrFormat("RestrictedVoronoiRelaxing %i on %i",i,relaxStep));
// Kdtree for the seeds must be rebuilt at each step;
VectorConstDataWrapper<std::vector<CoordType> > vdw(seedPosVec);
KdTree<ScalarType> seedTree(vdw);
std::vector<std::pair<ScalarType,CoordType> > sumVec(seedPosVec.size(),std::make_pair(0,CoordType(0,0,0)));
for(VertexIterator vi=m.vert.begin();vi!=m.vert.end();++vi)
{
unsigned int seedInd;
ScalarType sqdist;
seedTree.doQueryClosest(vi->P(),seedInd,sqdist);
vi->Q()=sqrt(sqdist);
sumVec[seedInd].first+=area[vi];
sumVec[seedInd].second+=vi->cP()*area[vi];
}
vector<CoordType> newseedVec;
vector<bool> newfixedVec;
for(size_t i=0;i<seedPosVec.size();++i)
{
if(fixedVec[i])
{
newseedVec.push_back(seedPosVec[i]);
newfixedVec.push_back(true);
}
else
{
if(sumVec[i].first != 0)
{
newseedVec.push_back(sumVec[i].second /ScalarType(sumVec[i].first));
if(vpp.seedPerturbationProbability > 0 && (vpp.seedPerturbationProbability > RandomGenerator().generate01()))
newseedVec.back()+=math::GeneratePointInUnitBallUniform<ScalarType,math::MarsenneTwisterRNG>( RandomGenerator())*perturb;
newfixedVec.push_back(false);
}
}
}
std::swap(seedPosVec,newseedVec);
std::swap(fixedVec,newfixedVec);
tri::UpdateColor<MeshType>::PerVertexQualityRamp(m);
}
return relaxStep;
}
/// \brief Perform a Lloyd relaxation cycle over a mesh
/// It uses two conventions:
/// 1) a few vertexes can remain fixed, you have to set a per vertex bool attribute named 'fixed'
/// 2)
///
static int VoronoiRelaxing(MeshType &m, std::vector<VertexType *> &seedVec,
int relaxIter, DistanceFunctor &df,
VoronoiProcessingParameter &vpp,
vcg::CallBackPos *cb=0)
{
tri::RequireVFAdjacency(m);
tri::RequireCompactness(m);
for(VertexIterator vi=m.vert.begin();vi!=m.vert.end();++vi)
assert(vi->VFp() && "Require mesh without unreferenced vertexes\n");
std::vector<VertexType *> selectedVec;
if(vpp.relaxOnlyConstrainedFlag)
{
for(size_t i=0;i<seedVec.size();++i)
if(seedVec[i]->IsS())
selectedVec.push_back(seedVec[i]);
std::swap(seedVec,selectedVec);
}
tri::UpdateFlags<MeshType>::FaceBorderFromVF(m);
tri::UpdateFlags<MeshType>::VertexBorderFromFaceBorder(m);
PerVertexPointerHandle sources = tri::Allocator<MeshType>:: template GetPerVertexAttribute<VertexPointer> (m,"sources");
PerVertexBoolHandle fixed = tri::Allocator<MeshType>:: template GetPerVertexAttribute<bool> (m,"fixed");
int iter;
for(iter=0;iter<relaxIter;++iter)
{
if(cb) cb(iter*100/relaxIter,"Voronoi Lloyd Relaxation: First Partitioning");
// first run: find for each point what is the closest to one of the seeds.
tri::Geodesic<MeshType>::Compute(m, seedVec, df,std::numeric_limits<ScalarType>::max(),0,&sources);
if(vpp.colorStrategy == VoronoiProcessingParameter::DistanceFromSeed)
tri::UpdateColor<MeshType>::PerVertexQualityRamp(m);
// Delete all the (hopefully) small regions that have not been reached by the seeds;
if(vpp.deleteUnreachedRegionFlag) DeleteUnreachedRegions(m,sources);
std::pair<float,VertexPointer> zz(0.0f,static_cast<VertexPointer>(NULL));
std::vector< std::pair<float,VertexPointer> > regionArea(m.vert.size(),zz);
std::vector<VertexPointer> frontierVec;
GetAreaAndFrontier(m, sources, regionArea, frontierVec);
assert(frontierVec.size()>0);
if(vpp.colorStrategy == VoronoiProcessingParameter::RegionArea) VoronoiAreaColoring(m, seedVec, regionArea);
// qDebug("We have found %i regions range (%f %f), avg area is %f, Variance is %f 10perc is %f",(int)seedVec.size(),H.Min(),H.Max(),H.Avg(),H.StandardDeviation(),areaThreshold);
if(cb) cb(iter*100/relaxIter,"Voronoi Lloyd Relaxation: Searching New Seeds");
std::vector<VertexPointer> newSeedVec;
bool changed;
if(vpp.geodesicRelaxFlag)
changed = GeodesicRelax(m,seedVec, frontierVec, newSeedVec, df,vpp);
else
changed = QuadricRelax(m,seedVec,frontierVec, newSeedVec, df,vpp);
//assert(newSeedVec.size() == seedVec.size());
PruneSeedByRegionArea(newSeedVec,regionArea,vpp);
for(size_t i=0;i<frontierVec.size();++i)
frontierVec[i]->C() = Color4b::Gray;
for(size_t i=0;i<seedVec.size();++i)
seedVec[i]->C() = Color4b::Black;
for(size_t i=0;i<newSeedVec.size();++i)
newSeedVec[i]->C() = Color4b::White;
swap(newSeedVec,seedVec);
if(!changed) break;
}
// Last run: Needed if we have changed the seed set to leave the sources handle correct.
if(iter==relaxIter)
tri::Geodesic<MeshType>::Compute(m, seedVec, df,std::numeric_limits<ScalarType>::max(),0,&sources);
if(vpp.relaxOnlyConstrainedFlag)
{
std::swap(seedVec,selectedVec);
size_t i,j;
for(i=0,j=0;i<seedVec.size();++i){
if(seedVec[i]->IsS())
{
seedVec[i]=selectedVec[j];
fixed[seedVec[i]]=true;
++j;
}
}
}
return iter;
}
// Base vertex voronoi coloring algorithm.
// It assumes VF adjacency.
// No attempt of computing real geodesic distnace is done. Just a BFS visit starting from the seeds
// It leaves in each vertex quality the index of the seed.
static void TopologicalVertexColoring(MeshType &m, std::vector<VertexType *> &seedVec)
{
std::queue<VertexPointer> VQ;
tri::UpdateQuality<MeshType>::VertexConstant(m,0);
for(size_t i=0;i<seedVec.size();++i)
{
VQ.push(seedVec[i]);
seedVec[i]->Q()=i+1;
}
while(!VQ.empty())
{
VertexPointer vp = VQ.front();
VQ.pop();
std::vector<VertexPointer> vertStar;
vcg::face::VVStarVF<FaceType>(vp,vertStar);
for(typename std::vector<VertexPointer>::iterator vv = vertStar.begin();vv!=vertStar.end();++vv)
{
if((*vv)->Q()==0)
{
(*vv)->Q()=vp->Q();
VQ.push(*vv);
}
}
} // end while(!VQ.empty())
}
template <class genericType>
static std::pair<genericType, genericType> ordered_pair(const genericType &a, const genericType &b)
{
if(a<b) return std::make_pair(a,b);
return std::make_pair(b,a);
}
/// For each edge of the delaunay triangulation it search a 'good' middle point:
/// E.g the point that belongs on the corresponding edge of the voronoi diagram (e.g. on a frontier face)
/// and that has minimal distance from the two seeds.
///
/// Note: if the edge connects two "constrained" vertices (e.g. selected) we must search only among the constrained.
///
///
static void GenerateMidPointMap(MeshType &m,
map<std::pair<VertexPointer,VertexPointer>, VertexPointer > &midMap)
{
PerVertexPointerHandle sources = tri::Allocator<MeshType>:: template GetPerVertexAttribute<VertexPointer> (m,"sources");
for(FaceIterator fi = m.face.begin(); fi!=m.face.end(); ++fi)
{
VertexPointer vp[3],sp[3];
vp[0] = (*fi).V(0); vp[1] = (*fi).V(1); vp[2] = (*fi).V(2);
sp[0] = sources[vp[0]]; sp[1] = sources[vp[1]]; sp[2] = sources[vp[2]];
if((sp[0] == sp[1]) && (sp[0] == sp[2])) continue; // skip internal faces
// if((sp[0] != sp[1]) && (sp[0] != sp[2]) && (sp[1] != sp[2])) continue; // skip corner faces
for(int i=0;i<3;++i) // for each edge of a frontier face
{
int i0 = i;
int i1 = (i+1)%3;
// if((sp[i0]->IsS() && sp[i1]->IsS()) && !( vp[i0]->IsS() || vp[i1]->IsS() ) ) continue;
VertexPointer closestVert = vp[i0];
if( vp[i1]->Q() < closestVert->Q()) closestVert = vp[i1];
if(sp[i0]->IsS() && sp[i1]->IsS())
{
if ( (vp[i0]->IsS()) && !(vp[i1]->IsS()) ) closestVert = vp[i0];
if (!(vp[i0]->IsS()) && (vp[i1]->IsS()) ) closestVert = vp[i1];
if ( (vp[i0]->IsS()) && (vp[i1]->IsS()) ) closestVert = (vp[i0]->Q() < vp[i1]->Q()) ? vp[i0]:vp[i1];
}
if(midMap[ordered_pair(sp[i0],sp[i1])] == 0 ) {
midMap[ordered_pair(sp[i0],sp[i1])] = closestVert;
}
else {
if(sp[i0]->IsS() && sp[i1]->IsS()) // constrained edge
{
if(!(midMap[ordered_pair(sp[i0],sp[i1])]->IsS()) && closestVert->IsS())
midMap[ordered_pair(sp[i0],sp[i1])] = closestVert;
if( midMap[ordered_pair(sp[i0],sp[i1])]->IsS() && closestVert->IsS() &&
closestVert->Q() < midMap[ordered_pair(sp[i0],sp[i1])]->Q())
{
midMap[ordered_pair(sp[i0],sp[i1])] = closestVert;
}
}
else // UNCOSTRAINED EDGE
{
if(closestVert->Q() < midMap[ordered_pair(sp[i0],sp[i1])]->Q())
midMap[ordered_pair(sp[i0],sp[i1])] = closestVert;
}
}
}
}
}
/// \brief Check the topological correcteness of the induced Voronoi diagram
///
/// This function assumes that you have just run a geodesic like algorithm over your mesh using
/// a seed set as starting points and that there is an PerVertex Attribute called 'sources'
/// with pointers to the seed source. Usually you can initialize it with something like
///
/// DistanceFunctor &df,
/// tri::Geodesic<MeshType>::Compute(m, seedVec, df, std::numeric_limits<ScalarType>::max(),0,&sources);
static bool CheckVoronoiTopology(MeshType& m,std::vector<VertexType *> &seedVec)
{
tri::RequirePerVertexAttribute(m,"sources");
tri::RequireCompactness(m);
typename MeshType::template PerVertexAttributeHandle<VertexPointer> sources;
sources = tri::Allocator<MeshType>:: template GetPerVertexAttribute<VertexPointer> (m,"sources");
std::map<VertexPointer, int> seedMap; // It says if a given vertex of m is a seed (and its index in seedVec)
BuildSeedMap(m,seedVec,seedMap);
// Very basic check: each vertex must have a source that is a seed.
for(int i=0;i<m.vn;++i)
{
VertexPointer vp = sources[i];
int seedInd = seedMap[vp];
if(seedInd <0)
return false;
}
std::vector<MeshType *> regionVec(seedVec.size(),0);
for(size_t i=0; i< seedVec.size();i++) regionVec[i] = new MeshType;
for(int i=0;i<m.fn;++i)
{
int vi0 = seedMap[sources[m.face[i].V(0)]];
int vi1 = seedMap[sources[m.face[i].V(1)]];
int vi2 = seedMap[sources[m.face[i].V(2)]];
assert(vi0>=0 && vi1>=0 && vi2>=0);
tri::Allocator<MeshType>::AddFace(*regionVec[vi0], m.face[i].cP(0),m.face[i].cP(1),m.face[i].cP(2));
if(vi1 != vi0)
tri::Allocator<MeshType>::AddFace(*regionVec[vi1], m.face[i].cP(0),m.face[i].cP(1),m.face[i].cP(2));
if((vi2 != vi0) && (vi2 != vi1) )
tri::Allocator<MeshType>::AddFace(*regionVec[vi2], m.face[i].cP(0),m.face[i].cP(1),m.face[i].cP(2));
}
bool AllDiskRegion=true;
for(size_t i=0; i< seedVec.size();i++)
{
MeshType &rm = *(regionVec[i]);
tri::Clean<MeshType>::RemoveDuplicateVertex(rm);
tri::Allocator<MeshType>::CompactEveryVector(rm);
tri::UpdateTopology<MeshType>::FaceFace(rm);
// char buf[100]; sprintf(buf,"disk%04i.ply",i); tri::io::ExporterPLY<MeshType>::Save(rm,buf,tri::io::Mask::IOM_VERTCOLOR + tri::io::Mask::IOM_VERTQUALITY );
int NNmanifoldE=tri::Clean<MeshType>::CountNonManifoldEdgeFF(rm);
if (NNmanifoldE!=0)
AllDiskRegion= false;
int G=tri::Clean<MeshType>::MeshGenus(rm);
int numholes=tri::Clean<MeshType>::CountHoles(rm);
if (numholes!=1)
AllDiskRegion= false;
if(G!=0) AllDiskRegion= false;
delete regionVec[i];
}
if(!AllDiskRegion) return false;
// **** Final step build a rough delaunay tri and check that it is manifold
MeshType delaMesh;
std::vector<FacePointer> innerCornerVec, // Faces adjacent to three different regions
borderCornerVec; // Faces that are on the border and adjacent to at least two regions.
GetFaceCornerVec(m, sources, innerCornerVec, borderCornerVec);
// First add all the needed vertices: seeds and corners
for(size_t i=0;i<seedVec.size();++i)
tri::Allocator<MeshType>::AddVertex(delaMesh, seedVec[i]->P());
// Now just add one face for each inner corner
for(size_t i=0;i<innerCornerVec.size();++i)
{
VertexPointer v0 = & delaMesh.vert[seedMap[sources[innerCornerVec[i]->V(0)]]];
VertexPointer v1 = & delaMesh.vert[seedMap[sources[innerCornerVec[i]->V(1)]]];
VertexPointer v2 = & delaMesh.vert[seedMap[sources[innerCornerVec[i]->V(2)]]];
tri::Allocator<MeshType>::AddFace(delaMesh,v0,v1,v2);
}
Clean<MeshType>::RemoveUnreferencedVertex(delaMesh);
tri::Allocator<MeshType>::CompactVertexVector(delaMesh);
tri::UpdateTopology<MeshType>::FaceFace(delaMesh);
int nonManif = tri::Clean<MeshType>::CountNonManifoldEdgeFF(delaMesh);
if(nonManif>0) return false;
return true;
}
static void BuildSeedMap(MeshType &m, std::vector<VertexType *> &seedVec, std::map<VertexPointer, int> &seedMap)
{
seedMap.clear();
for(size_t i=0;i<m.vert.size();++i)
seedMap[&(m.vert[i])]=-1;
for(size_t i=0;i<seedVec.size();++i)
seedMap[seedVec[i]]=i;
for(size_t i=0;i<seedVec.size();++i)
assert(tri::Index(m,seedVec[i])>=0 && tri::Index(m,seedVec[i])<size_t(m.vn));
}
/// \brief Build a mesh of the Delaunay triangulation induced by the given seeds
///
/// This function assumes that you have just run a geodesic like algorithm over your mesh using
/// a seed set as starting points and that there is an PerVertex Attribute called 'sources'
/// with pointers to the seed source. Usually you can initialize it with something like
///
/// DistanceFunctor &df,
/// tri::Geodesic<MeshType>::Compute(m, seedVec, df, std::numeric_limits<ScalarType>::max(),0,&sources);
///
/// The function can also
static void ConvertDelaunayTriangulationToMesh(MeshType &m,
MeshType &outMesh,
std::vector<VertexType *> &seedVec, bool refineFlag=true)
{
tri::RequirePerVertexAttribute(m,"sources");
tri::RequireCompactness(m);
tri::RequireVFAdjacency(m);
PerVertexPointerHandle sources = tri::Allocator<MeshType>:: template GetPerVertexAttribute<VertexPointer> (m,"sources");
outMesh.Clear();
tri::UpdateTopology<MeshType>::FaceFace(m);
tri::UpdateFlags<MeshType>::FaceBorderFromFF(m);
std::map<VertexPointer, int> seedMap; // It says if a given vertex of m is a seed (and its index in seedVec)
BuildSeedMap(m,seedVec,seedMap);
std::vector<FacePointer> innerCornerVec, // Faces adjacent to three different regions
borderCornerVec; // Faces that are on the border and adjacent to at least two regions.
GetFaceCornerVec(m, sources, innerCornerVec, borderCornerVec);
// First add all the needed vertices: seeds and corners
for(size_t i=0;i<seedVec.size();++i)
tri::Allocator<MeshType>::AddVertex(outMesh, seedVec[i]->P(),Color4b::White);
map<std::pair<VertexPointer,VertexPointer>, int > midMapInd;
// Given a pair of sources gives the index of the mid vertex
map<std::pair<VertexPointer,VertexPointer>, VertexPointer > midMapPt;
if(refineFlag)
{
GenerateMidPointMap(m, midMapPt);
typename std::map<std::pair<VertexPointer,VertexPointer>, VertexPointer >::iterator mi;
for(mi=midMapPt.begin(); mi!=midMapPt.end(); ++mi)
{
midMapInd[ordered_pair(mi->first.first, mi->first.second)]=outMesh.vert.size();
tri::Allocator<MeshType>::AddVertex(outMesh, mi->second->cP(), Color4b::LightBlue);
}
}
// Now just add one (or four) face for each inner corner
for(size_t i=0;i<innerCornerVec.size();++i)
{
VertexPointer s0 = sources[innerCornerVec[i]->V(0)];
VertexPointer s1 = sources[innerCornerVec[i]->V(1)];
VertexPointer s2 = sources[innerCornerVec[i]->V(2)];
assert ( (s0!=s1) && (s0!=s2) && (s1!=s2) );
VertexPointer v0 = & outMesh.vert[seedMap[s0]];
VertexPointer v1 = & outMesh.vert[seedMap[s1]];
VertexPointer v2 = & outMesh.vert[seedMap[s2]];
if(refineFlag)
{
VertexPointer mp01 = & outMesh.vert[ midMapInd[ordered_pair(s0,s1)]];
VertexPointer mp02 = & outMesh.vert[ midMapInd[ordered_pair(s0,s2)]];
VertexPointer mp12 = & outMesh.vert[ midMapInd[ordered_pair(s1,s2)]];
assert ( (mp01!=mp02) && (mp01!=mp12) && (mp02!=mp12) );
tri::Allocator<MeshType>::AddFace(outMesh,v0,mp01,mp02);
tri::Allocator<MeshType>::AddFace(outMesh,v1,mp12,mp01);
tri::Allocator<MeshType>::AddFace(outMesh,v2,mp02,mp12);
tri::Allocator<MeshType>::AddFace(outMesh,mp01,mp12,mp02);
}
else
tri::Allocator<MeshType>::AddFace(outMesh,v0,v1,v2);
}
Clean<MeshType>::RemoveUnreferencedVertex(outMesh);
tri::Allocator<MeshType>::CompactVertexVector(outMesh);
}
template <class MidPointType >
static void PreprocessForVoronoi(MeshType &m, ScalarType radius,
MidPointType mid,
VoronoiProcessingParameter &vpp)
{
const int maxSubDiv = 10;
tri::RequireFFAdjacency(m);
tri::UpdateTopology<MeshType>::FaceFace(m);
tri::Clean<MeshType>::RemoveUnreferencedVertex(m);
ScalarType edgeLen = tri::Stat<MeshType>::ComputeFaceEdgeLengthAverage(m);
for(int i=0;i<maxSubDiv;++i)
{
vpp.lcb(0,StrFormat("Subdividing %i vn %i",i,m.vn));
bool ret = tri::Refine<MeshType, MidPointType >(m,mid,min(edgeLen*2.0f,radius/vpp.refinementRatio));
if(!ret) break;
}
tri::Allocator<MeshType>::CompactEveryVector(m);
tri::UpdateTopology<MeshType>::VertexFace(m);
}
static void PreprocessForVoronoi(MeshType &m, float radius, VoronoiProcessingParameter &vpp)
{
tri::MidPoint<MeshType> mid(&m);
PreprocessForVoronoi<tri::MidPoint<MeshType> >(m, radius,mid,vpp);
}
static void RelaxRefineTriangulationSpring(MeshType &m, MeshType &delaMesh, int relaxStep=10, int refineStep=3 )
{
tri::RequireCompactness(m);
tri::RequireCompactness(delaMesh);
tri::RequireVFAdjacency(delaMesh);
tri::RequireFFAdjacency(delaMesh);
tri::RequirePerFaceMark(delaMesh);
const float convergenceThr = 0.001f;
const float eulerStep = 0.1f;
tri::UpdateNormal<MeshType>::PerVertexNormalizedPerFaceNormalized(m);
typedef GridStaticPtr<FaceType, ScalarType> TriMeshGrid;
TriMeshGrid ug;
ug.Set(m.face.begin(),m.face.end());
typedef typename vcg::SpatialHashTable<VertexType, ScalarType> HashVertexGrid;
HashVertexGrid HG;
HG.Set(m.vert.begin(),m.vert.end());
PerVertexBoolHandle fixed = tri::Allocator<MeshType>:: template GetPerVertexAttribute<bool> (m,"fixed");
const ScalarType maxDist = m.bbox.Diag()/4.f;
for(int kk=0;kk<refineStep+1;kk++)
{
tri::UpdateTopology<MeshType>::FaceFace(delaMesh);
if(kk!=0) // first step do not refine;
{
int nonManif = tri::Clean<MeshType>::CountNonManifoldEdgeFF(delaMesh);
if(nonManif) return;
tri::Refine<MeshType, tri::MidPoint<MeshType> >(delaMesh,tri::MidPoint<MeshType>(&delaMesh));
}
tri::UpdateTopology<MeshType>::VertexFace(delaMesh);
const float dist_upper_bound=m.bbox.Diag()/10.0;
float dist;
for(int k=0;k<relaxStep;k++)
{
std::vector<Point3f> avgForce(delaMesh.vn);
std::vector<float> avgLenVec(delaMesh.vn,0);
for(int i=0;i<delaMesh.vn;++i)
{
vector<VertexPointer> starVec;
face::VVStarVF<FaceType>(&delaMesh.vert[i],starVec);
for(size_t j=0;j<starVec.size();++j)
avgLenVec[i] +=Distance(delaMesh.vert[i].cP(),starVec[j]->cP());
avgLenVec[i] /= float(starVec.size());
avgForce[i] =Point3f(0,0,0);
for(size_t j=0;j<starVec.size();++j)
{
Point3f force = delaMesh.vert[i].cP()-starVec[j]->cP();
float len = force.Norm();
force.Normalize();
avgForce[i] += force * (avgLenVec[i]-len);
}
}
bool changed=false;
for(int i=0;i<delaMesh.vn;++i)
{
VertexPointer vp = tri::GetClosestVertex<MeshType,HashVertexGrid>(m, HG, delaMesh.vert[i].P(), dist_upper_bound, dist);
if(!fixed[vp] && !(vp->IsS())) // update only non fixed vertices
{
delaMesh.vert[i].P() += (avgForce[i]*eulerStep);
CoordType closest;
float dist;
tri::GetClosestFaceBase(m,ug,delaMesh.vert[i].cP(), maxDist,dist,closest);
assert(dist!=maxDist);
if(Distance(closest,delaMesh.vert[i].P()) > avgLenVec[i]*convergenceThr) changed = true;
delaMesh.vert[i].P()=closest;
}
}
if(!changed) k=relaxStep;
} // end for k
}
}
static void RelaxRefineTriangulationLaplacian(MeshType &m, MeshType &delaMesh, int refineStep=3, int relaxStep=10 )
{
tri::RequireCompactness(m);
tri::RequireCompactness(delaMesh);
tri::RequireFFAdjacency(delaMesh);
tri::RequirePerFaceMark(delaMesh);
tri::UpdateTopology<MeshType>::FaceFace(delaMesh);
typedef GridStaticPtr<FaceType, ScalarType> TriMeshGrid;
TriMeshGrid ug;
ug.Set(m.face.begin(),m.face.end());
const ScalarType maxDist = m.bbox.Diag()/4.f;
int origVertNum = delaMesh.vn;
for(int k=0;k<refineStep;++k)
{
tri::UpdateSelection<MeshType>::VertexClear(delaMesh);
tri::Refine<MeshType, tri::MidPoint<MeshType> >(delaMesh,tri::MidPoint<MeshType>(&delaMesh));
for(int j=0;j<relaxStep;++j)
{
// tri::Smooth<MeshType>::VertexCoordLaplacian(delaMesh,1,true);
for(int i=origVertNum;i<delaMesh.vn;++i)
{
float dist;
delaMesh.vert[i].SetS();
CoordType closest;
tri::GetClosestFaceBase(m,ug,delaMesh.vert[i].cP(), maxDist,dist,closest);
assert(dist!=maxDist);
delaMesh.vert[i].P()= (delaMesh.vert[i].P()+closest)/2.0f;
}
tri::Smooth<MeshType>::VertexCoordLaplacianBlend(delaMesh,1,0.2f,true);
}
}
for(int i=origVertNum;i<delaMesh.vn;++i) delaMesh.vert[i].C()=Color4b::LightBlue;
}
static void ConvertDelaunayTriangulationExtendedToMesh(MeshType &m,
MeshType &outMesh,
std::vector<VertexType *> &seedVec)
{
RequirePerVertexAttribute(m ,"sources");
RequireCompactness(m);
RequireVFAdjacency(m);
auto sources = Allocator<MeshType>::template GetPerVertexAttribute<VertexPointer> (m,"sources");
outMesh.Clear();
UpdateTopology<MeshType>::FaceFace(m);
UpdateFlags<MeshType>::FaceBorderFromFF(m);
std::map<VertexPointer, int> seedMap; // It says if a given vertex of m is a seed (and its index in seedVec)
BuildSeedMap(m, seedVec, seedMap);
std::vector<FacePointer> innerCornerVec, // Faces adjacent to three different regions
borderCornerVec; // Faces that are on the border and adjacent to at least two regions.
GetFaceCornerVec(m, sources, innerCornerVec, borderCornerVec);
// First add all the needed vertices: seeds and corners
for(size_t i=0;i<seedVec.size();++i)
{
Allocator<MeshType>::AddVertex(outMesh, seedVec[i]->P(), vcg::Color4b::White);
}
// Now just add one face for each inner corner
for(size_t i=0; i<innerCornerVec.size(); ++i)
{
VertexPointer s0 = sources[innerCornerVec[i]->V(0)];
VertexPointer s1 = sources[innerCornerVec[i]->V(1)];
VertexPointer s2 = sources[innerCornerVec[i]->V(2)];
assert ( (s0!=s1) && (s0!=s2) && (s1!=s2) );
VertexPointer v0 = & outMesh.vert[seedMap[s0]];
VertexPointer v1 = & outMesh.vert[seedMap[s1]];
VertexPointer v2 = & outMesh.vert[seedMap[s2]];
Allocator<MeshType>::AddFace(outMesh, v0, v1, v2);
}
// Now loop around the borders and find the missing delaunay triangles
// select border seed vertices only and pick one
UpdateFlags<MeshType>::VertexBorderFromFaceAdj(m);
UpdateFlags<MeshType>::VertexClearS(m);
UpdateFlags<MeshType>::VertexClearV(m);
std::vector<VertexPointer> borderSeeds;
for (auto & s : seedVec)
{
if (s->IsB())
{
s->SetS();
borderSeeds.emplace_back(s);
}
}
for (VertexPointer startBorderVertex : borderSeeds)
{
if (startBorderVertex->IsV())
{
continue;
}
// unvisited border seed found
// put the pos on the border
PosType pos(startBorderVertex->VFp(), startBorderVertex->VFi());
do {
pos.NextE();
} while (!pos.IsBorder() || (pos.VInd() != pos.E()));
// check all border edges between each consecutive border seeds pair
do {
std::vector<VertexPointer> edgeVoroVertices(1, sources[pos.V()]);
// among all sources found
do {
pos.NextB();
VertexPointer source = sources[pos.V()];
if (edgeVoroVertices.empty() || edgeVoroVertices.back() != source)
{
edgeVoroVertices.push_back(source);
}
} while (!pos.V()->IsS());
pos.V()->SetV();
// assert(edgeVoroVertices.size() >= 2);
if (edgeVoroVertices.size() >= 3)
{
std::vector<VertexPointer> v;
for (size_t i=0; i<edgeVoroVertices.size(); i++)
{
v.push_back(&outMesh.vert[seedMap[edgeVoroVertices[i]]]);
}
// also handles N>3 vertices holes
for (size_t i=0; i<edgeVoroVertices.size()-2; i++)
{
Allocator<MeshType>::AddFace(outMesh, v[0],v[i+1],v[i+2]);
}
// if (edgeVoroVertices.size() > 3)
// {
// std::cout << "Weird case: " << edgeVoroVertices.size() << " voroseeds on one border" << std::endl;
// }
}
// // add face if 3 different voronoi regions are crossed by the edge
// if (edgeVoroVertices.size() == 3)
// {
// VertexPointer v0 = & outMesh.vert[seedMap[edgeVoroVertices[0]]];
// VertexPointer v1 = & outMesh.vert[seedMap[edgeVoroVertices[1]]];
// VertexPointer v2 = & outMesh.vert[seedMap[edgeVoroVertices[2]]];
// Allocator<MeshType>::AddFace(outMesh, v0,v1,v2);
// }
// else
// {
// std::cout << "Weird case!! " << edgeVoroVertices.size() << " voroseeds on one border" << std::endl;
// if (edgeVoroVertices.size() == 4)
// {
// VertexPointer v0 = & outMesh.vert[seedMap[edgeVoroVertices[0]]];
// VertexPointer v1 = & outMesh.vert[seedMap[edgeVoroVertices[1]]];
// VertexPointer v2 = & outMesh.vert[seedMap[edgeVoroVertices[2]]];
// VertexPointer v3 = & outMesh.vert[seedMap[edgeVoroVertices[3]]];
// Allocator<MeshType>::AddFace(outMesh, v0,v1,v2);
// Allocator<MeshType>::AddFace(outMesh, v0,v2,v3);
// }
// }
} while ((pos.V() != startBorderVertex));
}
Clean<MeshType>::RemoveUnreferencedVertex(outMesh);
Allocator<MeshType>::CompactVertexVector(outMesh);
}
}; // end class VoronoiProcessing
} // end namespace tri
} // end namespace vcg
#endif