769 lines
25 KiB
C++
769 lines
25 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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#ifndef MIQ_QUADRANGULATOR_H
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#define MIQ_QUADRANGULATOR_H
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#include <vcg/complex/complex.h>
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#include <vcg/simplex/face/pos.h>
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#include <vcg/simplex/face/jumping_pos.h>
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#include <vcg/complex/algorithms/attribute_seam.h>
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#include <vcg/complex/algorithms/refine.h>
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#include <vcg/complex/algorithms/smooth.h>
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#include <vcg/complex/algorithms/clean.h>
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#include <vcg/complex/algorithms/update/bounding.h>
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#include <wrap/io_trimesh/export.h>
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#include <vcg/complex/algorithms/update/texture.h>
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#define precisionQ 0.0000000001
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namespace vcg {
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namespace tri {
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template <class TriMesh,class PolyMesh>
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class Quadrangulator
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{
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public:
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typedef typename TriMesh::FaceType TriFaceType;
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typedef typename TriMesh::VertexType TriVertexType;
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typedef typename TriMesh::CoordType CoordType;
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typedef typename TriMesh::ScalarType ScalarType;
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typedef typename PolyMesh::FaceType PolyFaceType;
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typedef typename PolyMesh::VertexType PolyVertexType;
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typedef typename PolyMesh::CoordType PolyCoordType;
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typedef typename PolyMesh::ScalarType PolyScalarType;
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struct InterpolationInfo
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{
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CoordType Pos3D;
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vcg::Point2<ScalarType> PosUV;
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ScalarType alpha;
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bool to_split;
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InterpolationInfo()
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{
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Pos3D=CoordType(0,0,0);
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PosUV=vcg::Point2<ScalarType>(0,0);
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to_split=false;
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alpha=-1;
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}
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};
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//the interpolation map that is saved once to be univoque per edge
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typedef std::pair<CoordType,CoordType > KeyEdgeType;
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std::map<KeyEdgeType,InterpolationInfo> InterpMap;
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//ScalarType UVtolerance;
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private:
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bool ToSplit(const vcg::Point2<ScalarType> &uv0,
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const vcg::Point2<ScalarType> &uv1,
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int Dir,
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ScalarType &alpha)
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{
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ScalarType val0=uv0.V(Dir);
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ScalarType val1=uv1.V(Dir);
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int IntegerLine0=floor(val0);
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int IntegerLine1=floor(val1);
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if (IntegerLine0==IntegerLine1)
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return false;//no integer line pass throught the edge
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bool swapped=false;
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if (IntegerLine0>IntegerLine1)
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{
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std::swap(IntegerLine0,IntegerLine1);
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std::swap(val0,val1);
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assert(val1>=val0);
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swapped=true;
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}
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//then get the first if extist that overcome the threshold
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int IntegerSplit=IntegerLine0+1;
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bool found=false;
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ScalarType dist1,dist0;
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for (int i=IntegerSplit;i<=IntegerLine1;i++)
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{
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dist1=fabs(val1-IntegerSplit);
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dist0=fabs(val0-IntegerSplit);
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// if ((dist0>=UVtolerance)&&
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// (dist1>=UVtolerance))
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if ((val0!=IntegerSplit)&&
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(val1!=IntegerSplit))
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{
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found=true;
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break;
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}
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IntegerSplit++;
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}
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if (!found)return false;
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//have to check distance also in opposite direction
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ScalarType lenght=val1-val0;
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assert(lenght>=0);
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//alpha=1.0-(dist/lenght);
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alpha=(dist1/lenght);
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if (swapped)alpha=1-alpha;
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assert((alpha>0)&&(alpha<1));
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return true;
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}
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void RoundInitial(TriMesh &to_split)
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{
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ScalarType minTolerance=precisionQ;
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//first add all eddge
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for (int i=0;i<to_split.face.size();i++)
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{
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TriFaceType *f=&to_split.face[i];
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for (int j =0;j<3;j++)
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{
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vcg::Point2<ScalarType> UV=f->WT(j).P();
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int int0=floor(UV.X()+0.5);
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int int1=floor(UV.Y()+0.5);
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ScalarType diff0=(fabs(UV.X()-(ScalarType)int0));
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ScalarType diff1=(fabs(UV.Y()-(ScalarType)int1));
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if (diff0<minTolerance)
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UV.X()=(ScalarType)int0;
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if (diff1<minTolerance)
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UV.Y()=(ScalarType)int1;
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f->WT(j).P()=UV;
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}
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}
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}
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void RoundSplits(TriMesh &to_split,int dir)
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{
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ScalarType minTolerance=precisionQ;
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//first add all eddge
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for (size_t i=0;i<to_split.face.size();i++)
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{
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TriFaceType *f=&to_split.face[i];
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for (int j =0;j<3;j++)
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{
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CoordType p0=f->P0(j);
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CoordType p1=f->P1(j);
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KeyEdgeType k(p0,p1);
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assert(InterpMap.count(k)==1);
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if (!InterpMap[k].to_split)continue;
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//then get the intepolated value
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vcg::Point2<ScalarType> UV=InterpMap[k].PosUV;
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int int0=floor(UV.X()+0.5);
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int int1=floor(UV.Y()+0.5);
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ScalarType diff0=(fabs(UV.X()-(ScalarType)int0));
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ScalarType diff1=(fabs(UV.Y()-(ScalarType)int1));
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if (diff0<minTolerance)
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UV.X()=(ScalarType)int0;
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if (diff1<minTolerance)
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UV.Y()=(ScalarType)int1;
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InterpMap[k].PosUV=UV;
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}
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}
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}
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void InitSplitMap(TriMesh &to_split,
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int dir)
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{
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assert((dir==0)||(dir==1));
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InterpMap.clear();
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//printf("direction %d\n",dir );
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//first add all eddge
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for (int i=0;i<to_split.face.size();i++)
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{
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TriFaceType *f=&to_split.face[i];
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for (int j =0;j<3;j++)
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{
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CoordType p0=f->P0(j);
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CoordType p1=f->P1(j);
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vcg::Point2<ScalarType> Uv0=f->V0(j)->T().P();
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vcg::Point2<ScalarType> Uv1=f->V1(j)->T().P();
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KeyEdgeType k(p0,p1);
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// printf("p0 (%5.5f,%5.5f,%5.5f) p1(%5.5f,%5.5f,%5.5f) \n",p0.X(),p0.Y(),p0.Z(),p1.X(),p1.Y(),p1.Z());
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// printf("uv0 (%5.5f,%5.5f) uv1(%5.5f,%5.5f) \n",Uv0.X(),Uv0.Y(),Uv1.X(),Uv1.Y());
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// fflush(stdout);
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assert(InterpMap.count(k)==0);
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InterpMap[k]=InterpolationInfo();
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}
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}
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//then set the ones to be splitted
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for (size_t i=0;i<to_split.face.size();i++)
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{
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TriFaceType *f=&to_split.face[i];
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for (int j =0;j<3;j++)
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{
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CoordType p0=f->P0(j);
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CoordType p1=f->P1(j);
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vcg::Point2<ScalarType> uv0=f->V0(j)->T().P();
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vcg::Point2<ScalarType> uv1=f->V1(j)->T().P();
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ScalarType alpha;
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if (!ToSplit(uv0,uv1,dir,alpha))continue;
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KeyEdgeType k(p0,p1);
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assert(InterpMap.count(k)==1);
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InterpMap[k].Pos3D=p0*alpha+p1*(1-alpha);
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InterpMap[k].PosUV=uv0*alpha+uv1*(1-alpha);
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InterpMap[k].to_split=true;
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InterpMap[k].alpha=alpha;
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}
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}
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//then make them coherent
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for (size_t i=0;i<to_split.face.size();i++)
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{
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TriFaceType *f=&to_split.face[i];
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for (int j =0;j<3;j++)
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{
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CoordType p0=f->P0(j);
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CoordType p1=f->P1(j);
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vcg::Point2<ScalarType> uv0=f->V0(j)->T().P();
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vcg::Point2<ScalarType> uv1=f->V1(j)->T().P();
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// if (p0>p1)continue; //only one verse of coherence
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KeyEdgeType k0(p0,p1);
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assert(InterpMap.count(k0)==1);//there should be already in the
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//table and it should be coherent
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KeyEdgeType k1(p1,p0);
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if(InterpMap.count(k1)==0)continue;//REAL border, no need for update
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bool to_split0=InterpMap[k0].to_split;
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bool to_split1=InterpMap[k1].to_split;
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//the find all possible cases
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if ((!to_split0)&&(!to_split1))continue;
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if ((to_split0)&&(to_split1))
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{
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CoordType Pos3D=InterpMap[k1].Pos3D;
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InterpMap[k0].Pos3D=Pos3D;
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//check if need to make coherent also the UV Position
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//skip the fake border and do the rest
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bool IsBorderFF=(f->FFp(j)==f);
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if (!IsBorderFF) //in this case they should have same UVs
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InterpMap[k0].PosUV=InterpMap[k1].PosUV;
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else
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{
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ScalarType alpha=InterpMap[k1].alpha;
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assert((alpha>=0)&&(alpha<=1));
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alpha=1-alpha;
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InterpMap[k0].PosUV=alpha*uv0+(1-alpha)*uv1;
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InterpMap[k0].alpha=alpha;
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}
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}
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else
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if ((!to_split0)&&(to_split1))
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{
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CoordType Pos3D=InterpMap[k1].Pos3D;
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InterpMap[k0].Pos3D=Pos3D;
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//check if need to make coherent also the UV Position
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//skip the fake border and do the rest
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bool IsBorderFF=(f->FFp(j)==f);
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InterpMap[k0].to_split=true;
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if (!IsBorderFF) //in this case they should have same UVs
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InterpMap[k0].PosUV=InterpMap[k1].PosUV;
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else //recalculate , it pass across a seam
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{
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ScalarType alpha=InterpMap[k1].alpha;
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assert((alpha>=0)&&(alpha<=1));
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alpha=1-alpha;
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InterpMap[k0].PosUV=alpha*uv0+(1-alpha)*uv1;
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InterpMap[k0].alpha=alpha;
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}
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}
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}
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}
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RoundSplits(to_split,dir);
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}
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// Basic subdivision class
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// This class must provide methods for finding the position of the newly created vertices
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// In this implemenation we simply put the new vertex in the MidPoint position.
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// Color and TexCoords are interpolated accordingly.
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template<class MESH_TYPE>
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struct SplitMidPoint : public std::unary_function<vcg::face::Pos<typename MESH_TYPE::FaceType> , typename MESH_TYPE::CoordType >
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{
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typedef typename MESH_TYPE::VertexType VertexType;
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typedef typename MESH_TYPE::FaceType FaceType;
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typedef typename MESH_TYPE::CoordType CoordType;
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std::map<KeyEdgeType,InterpolationInfo> *MapEdge;
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void operator()(typename MESH_TYPE::VertexType &nv,
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vcg::face::Pos<typename MESH_TYPE::FaceType> ep)
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{
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VertexType* v0=ep.f->V0(ep.z);
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VertexType* v1=ep.f->V1(ep.z);
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assert(v0!=v1);
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CoordType p0=v0->P();
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CoordType p1=v1->P();
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assert(p0!=p1);
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KeyEdgeType k(p0,p1);
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bool found=(MapEdge->count(k)==1);
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assert(found);
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bool to_split=(*MapEdge)[k].to_split;
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assert(to_split);
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//get the value on which the edge must be splitted
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nv.P()= (*MapEdge)[k].Pos3D;
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//nv.N()= v0->N()*alpha+v1->N()*(1.0-alpha);
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nv.T().P()=(*MapEdge)[k].PosUV;
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}
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vcg::TexCoord2<ScalarType> WedgeInterp(vcg::TexCoord2<ScalarType> &t0,
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vcg::TexCoord2<ScalarType> &t1)
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{
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return (vcg::TexCoord2<ScalarType>(0,0));
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}
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SplitMidPoint(std::map<KeyEdgeType,InterpolationInfo> *_MapEdge){MapEdge=_MapEdge;}
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};
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template <class MESH_TYPE>
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class EdgePredicate
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{
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typedef typename MESH_TYPE::VertexType VertexType;
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typedef typename MESH_TYPE::FaceType FaceType;
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typedef typename MESH_TYPE::ScalarType ScalarType;
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std::map<KeyEdgeType,InterpolationInfo> *MapEdge;
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public:
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bool operator()(vcg::face::Pos<typename MESH_TYPE::FaceType> ep) const
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{
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VertexType* v0=ep.f->V0(ep.z);
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VertexType* v1=ep.f->V1(ep.z);
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assert(v0!=v1);
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CoordType p0=v0->P();
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CoordType p1=v1->P();
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assert(p0!=p1);
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KeyEdgeType k(p0,p1);
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bool found=(MapEdge->count(k)==1);
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assert(found);
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bool to_split=(*MapEdge)[k].to_split;
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return(to_split);
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}
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EdgePredicate(std::map<KeyEdgeType,InterpolationInfo> *_MapEdge){MapEdge=_MapEdge;}
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};
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void SplitTrisDir(TriMesh &to_split,
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int dir)
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{
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bool done=true;
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//int step=0;
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while (done)
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{
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printf("Number of Vertices %d \n",to_split.vn);
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fflush(stdout);
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InitSplitMap(to_split,dir);
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SplitMidPoint<TriMesh> splMd(&InterpMap);
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EdgePredicate<TriMesh> eP(&InterpMap);
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done=vcg::tri::RefineE<TriMesh,SplitMidPoint<TriMesh>,EdgePredicate<TriMesh> >(to_split,splMd,eP);
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}
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printf("Number of Vertices %d \n",to_split.vn);
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fflush(stdout);
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fflush(stdout);
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}
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bool IsOnIntegerLine(vcg::Point2<ScalarType> uv0,
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vcg::Point2<ScalarType> uv1)
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{
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for (int dir=0;dir<2;dir++)
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{
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ScalarType val0=uv0.V(dir);
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ScalarType val1=uv1.V(dir);
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int integer0=floor(uv0.V(dir)+0.5);
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int integer1=floor(uv1.V(dir)+0.5);
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if (integer0!=integer1)continue;
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// if ((fabs(val0-(ScalarType)integer0))>=UVtolerance)continue;
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// if ((fabs(val1-(ScalarType)integer1))>=UVtolerance)continue;
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if (val0!=(ScalarType)floor(val0))continue;
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if (val1!=(ScalarType)floor(val1))continue;
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return true;
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}
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return false;
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}
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bool IsOnIntegerVertex(vcg::Point2<ScalarType> uv,
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bool IsB)
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{
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int onIntegerL=0;
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for (int dir=0;dir<2;dir++)
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{
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ScalarType val0=uv.V(dir);
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int integer0=floor(val0+0.5);
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//if ((fabs(val0-(ScalarType)integer0))<UVtolerance)onIntegerL++;
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if (val0==(ScalarType)floor(val0))onIntegerL++;
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}
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if ((IsB)&&(onIntegerL>0))return true;
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return (onIntegerL==2);
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}
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void InitIntegerEdgesVert(TriMesh &Tmesh)
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{
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//IntegerEdges.clear();
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vcg::tri::UpdateFlags<TriMesh>::FaceSetF(Tmesh);
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vcg::tri::UpdateFlags<TriMesh>::FaceClearS(Tmesh);
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vcg::tri::UpdateFlags<TriMesh>::VertexClearS(Tmesh);
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for (unsigned int i=0;i<Tmesh.face.size();i++)
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{
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TriFaceType *f=&Tmesh.face[i];
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if (f->IsD())continue;
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for (int j=0;j<3;j++)
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{
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bool IsBorder=f->IsB(j);
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if (IsBorder)
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f->ClearF(j);
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else
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{
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vcg::Point2<ScalarType> uv0=f->WT(j).P();
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vcg::Point2<ScalarType> uv1=f->WT((j+1)%3).P();
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if (IsOnIntegerLine(uv0,uv1))
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{
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f->ClearF(j);
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TriFaceType *f1=f->FFp(j);
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int z=f->FFi(j);
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assert(f1!=f);
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f1->ClearF(z);
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}
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}
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bool BorderV=f->V(j)->IsB();
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if (IsOnIntegerVertex(f->WT(j).P(),BorderV))
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f->V(j)->SetS();
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}
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}
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}
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short int AlignmentEdge(TriFaceType *f,
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int edge_index)
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{
|
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vcg::Point2<ScalarType> uv0=f->WT(edge_index).P();
|
|
vcg::Point2<ScalarType> uv1=f->WT((edge_index+1)%3).P();
|
|
if (uv0.X()==uv1.X())return 0;
|
|
if (uv0.Y()==uv1.Y())return 1;
|
|
return -1;
|
|
}
|
|
|
|
void FindPolygon(vcg::face::Pos<TriFaceType> &currPos,
|
|
std::vector<TriVertexType *> &poly,
|
|
std::vector<short int> &UVpoly)
|
|
{
|
|
currPos.F()->SetV();
|
|
currPos.F()->C()=vcg::Color4b(255,0,0,255);
|
|
poly.clear();
|
|
assert(currPos.V()->IsS());
|
|
TriVertexType *v_init=currPos.V();
|
|
poly.push_back(currPos.V());
|
|
|
|
//retrieve UV
|
|
int indexV0=currPos.E();
|
|
|
|
short int Align=AlignmentEdge(currPos.F(),currPos.E());
|
|
|
|
std::vector<short int> TempUVpoly;
|
|
TempUVpoly.push_back(Align);
|
|
|
|
do
|
|
{
|
|
currPos.NextNotFaux();
|
|
currPos.F()->SetV();
|
|
currPos.F()->C()=vcg::Color4b(255,0,0,255);
|
|
|
|
if ((currPos.V()->IsS())&&(currPos.V()!=v_init))
|
|
{
|
|
poly.push_back(currPos.V());
|
|
|
|
short int Align=AlignmentEdge(currPos.F(),currPos.E());
|
|
|
|
TempUVpoly.push_back(Align);
|
|
}
|
|
|
|
}while (currPos.V()!=v_init);
|
|
|
|
//then shift the order of UV by one
|
|
//to be consistent with edge ordering
|
|
int size=TempUVpoly.size();
|
|
for (int i=0;i<size;i++)
|
|
UVpoly.push_back(TempUVpoly[(i+1)%size]);
|
|
}
|
|
|
|
void FindPolygons(TriMesh &Tmesh,
|
|
std::vector<std::vector<TriVertexType *> > &polygons,
|
|
std::vector<std::vector<short int> > &UV)
|
|
{
|
|
vcg::tri::UpdateFlags<TriMesh>::FaceClearV(Tmesh);
|
|
for (unsigned int i=0;i<Tmesh.face.size();i++)
|
|
{
|
|
TriFaceType * f=&Tmesh.face[i];
|
|
if (f->IsV())continue;
|
|
|
|
for (int j=0;j<3;j++)
|
|
{
|
|
TriVertexType* v0=f->V0(j);
|
|
if (!v0->IsS())continue;
|
|
if (f->IsF(j))continue;
|
|
|
|
vcg::face::Pos<TriFaceType> startPos(f,j);
|
|
|
|
std::vector<TriVertexType *> poly;
|
|
std::vector< short int> UVpoly;
|
|
|
|
FindPolygon(startPos,poly,UVpoly);
|
|
|
|
if (poly.size()>2)
|
|
{
|
|
assert(poly.size()==UVpoly.size());
|
|
std::reverse(poly.begin(),poly.end());
|
|
// std::reverse(UVpoly.begin(),UVpoly.end());
|
|
|
|
polygons.push_back(poly);
|
|
UV.push_back(UVpoly);
|
|
|
|
}
|
|
//only one polygon per initial face
|
|
break;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
//FUNCTIONS NEEDED BY "UV WEDGE TO VERTEX" FILTER
|
|
static void ExtractVertex(const TriMesh & srcMesh,
|
|
const TriFaceType & f,
|
|
int whichWedge,
|
|
const TriMesh & dstMesh,
|
|
TriVertexType & v)
|
|
{
|
|
(void)srcMesh;
|
|
(void)dstMesh;
|
|
// This is done to preserve every single perVertex property
|
|
// perVextex Texture Coordinate is instead obtained from perWedge one.
|
|
v.ImportData(*f.cV(whichWedge));
|
|
v.T() = f.cWT(whichWedge);
|
|
}
|
|
|
|
static bool CompareVertex(const TriMesh & m,
|
|
TriVertexType & vA,
|
|
TriVertexType & vB)
|
|
{
|
|
(void)m;
|
|
return (vA.cT() == vB.cT());
|
|
}
|
|
|
|
void ConvertWTtoVT(TriMesh &Tmesh)
|
|
{
|
|
int vn = Tmesh.vn;
|
|
vcg::tri::AttributeSeam::SplitVertex(Tmesh, ExtractVertex, CompareVertex);
|
|
vcg::tri::UpdateTopology<TriMesh>::FaceFace(Tmesh);
|
|
// vcg::tri::UpdateFlags<TriMesh>::FaceBorderFromFF(Tmesh);
|
|
}
|
|
|
|
void ConvertVTtoWT(TriMesh &Tmesh)
|
|
{
|
|
vcg::tri::UpdateTexture<TriMesh>::WedgeTexFromVertexTex(Tmesh);
|
|
vcg::tri::Clean<TriMesh>::RemoveDuplicateVertex(Tmesh);
|
|
}
|
|
|
|
void ReupdateMesh(TriMesh &Tmesh)
|
|
{
|
|
vcg::tri::UpdateNormal<TriMesh>::PerFaceNormalized(Tmesh); // update Normals
|
|
vcg::tri::UpdateNormal<TriMesh>::PerVertexNormalized(Tmesh);// update Normals
|
|
//compact the mesh
|
|
vcg::tri::Allocator<TriMesh>::CompactVertexVector(Tmesh);
|
|
vcg::tri::Allocator<TriMesh>::CompactFaceVector(Tmesh);
|
|
vcg::tri::UpdateTopology<TriMesh>::FaceFace(Tmesh); // update Topology
|
|
vcg::tri::UpdateTopology<TriMesh>::TestFaceFace(Tmesh); //and test it
|
|
//set flags
|
|
vcg::tri::UpdateFlags<TriMesh>::VertexClearV(Tmesh);
|
|
vcg::tri::UpdateFlags<TriMesh>::FaceBorderFromFF(Tmesh);
|
|
vcg::tri::UpdateFlags<TriMesh>::VertexBorderFromFaceBorder(Tmesh);
|
|
}
|
|
|
|
public:
|
|
|
|
|
|
void TestIsProper(TriMesh &Tmesh)
|
|
{
|
|
|
|
|
|
//test manifoldness
|
|
int test=vcg::tri::Clean<TriMesh>::CountNonManifoldVertexFF(Tmesh);
|
|
//assert(test==0);
|
|
if (test != 0)
|
|
cerr << "Assertion failed: TestIsProper NonManifoldVertices!" << endl;
|
|
|
|
test=vcg::tri::Clean<TriMesh>::CountNonManifoldEdgeFF(Tmesh);
|
|
//assert(test==0);
|
|
if (test != 0)
|
|
cerr << "Assertion failed: TestIsProper NonManifoldEdges" << endl;
|
|
|
|
for (unsigned int i=0;i<Tmesh.face.size();i++)
|
|
{
|
|
TriFaceType *f=&Tmesh.face[i];
|
|
assert (!f->IsD());
|
|
for (int z=0;z<3;z++)
|
|
{
|
|
//int indexOpp=f->FFi(z);
|
|
TriFaceType *Fopp=f->FFp(z);
|
|
if (Fopp==f) continue;
|
|
//assert( f->FFp(z)->FFp(f->FFi(z))==f );
|
|
if (f->FFp(z)->FFp(f->FFi(z))!=f)
|
|
cerr << "Assertion failed: TestIsProper f->FFp(z)->FFp(f->FFi(z))!=f " << endl;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
void Quadrangulate(TriMesh &Tmesh,
|
|
PolyMesh &Pmesh,
|
|
std::vector< std::vector< short int> > &UV,
|
|
bool preserve_border_corner=true)
|
|
{
|
|
UV.clear();
|
|
Pmesh.Clear();
|
|
|
|
vcg::tri::UpdateTopology<TriMesh>::FaceFace(Tmesh);
|
|
|
|
TestIsProper(Tmesh);
|
|
|
|
RoundInitial(Tmesh);
|
|
|
|
//UVtolerance=tolerance;
|
|
|
|
//split to per vert
|
|
ConvertWTtoVT(Tmesh);
|
|
|
|
|
|
vcg::tri::Allocator<TriMesh>::CompactVertexVector(Tmesh);
|
|
vcg::tri::Allocator<TriMesh>::CompactFaceVector(Tmesh);
|
|
vcg::tri::UpdateTopology<TriMesh>::FaceFace(Tmesh);
|
|
(void)Pmesh;
|
|
//TestIsProper(Tmesh);
|
|
|
|
//then split the tris along X
|
|
SplitTrisDir(Tmesh,0);
|
|
SplitTrisDir(Tmesh,1);
|
|
|
|
//merge back the mesh and WT coords
|
|
ConvertVTtoWT(Tmesh);
|
|
|
|
//CleanMesh(Pmesh);
|
|
|
|
//update properties of the mesh
|
|
ReupdateMesh(Tmesh);
|
|
|
|
//test manifoldness
|
|
TestIsProper(Tmesh);
|
|
|
|
InitIntegerEdgesVert(Tmesh);
|
|
|
|
for (int i=0;i<Tmesh.face.size();i++)
|
|
Tmesh.face[i].C()=vcg::Color4b(255,255,255,255);
|
|
|
|
if (preserve_border_corner)
|
|
vcg::tri::UpdateSelection<TriMesh>::VertexCornerBorder(Tmesh,math::ToRad(150.0),true);
|
|
|
|
std::vector<std::vector<TriVertexType *> > polygons;
|
|
FindPolygons(Tmesh,polygons,UV);
|
|
|
|
//then add to the polygonal mesh
|
|
Pmesh.Clear();
|
|
|
|
int numV=vcg::tri::UpdateSelection<TriMesh>::VertexCount(Tmesh);
|
|
|
|
//first create vertices
|
|
vcg::tri::Allocator<PolyMesh>::AddVertices(Pmesh,numV);
|
|
|
|
std::map<CoordType,int> VertMap;
|
|
int index=0;
|
|
for(unsigned int i=0;i<Tmesh.vert.size();i++)
|
|
{
|
|
if (!Tmesh.vert[i].IsS())continue;
|
|
|
|
CoordType pos=Tmesh.vert[i].P();
|
|
CoordType norm=Tmesh.vert[i].N();
|
|
vcg::Point2<ScalarType> UV=Tmesh.vert[i].T().P();
|
|
Pmesh.vert[index].P()=typename PolyMesh::CoordType(pos.X(),pos.Y(),pos.Z());
|
|
Pmesh.vert[index].N()=typename PolyMesh::CoordType(norm.X(),norm.Y(),norm.Z());
|
|
Pmesh.vert[index].T().P()=UV;
|
|
VertMap[pos]=index;
|
|
index++;
|
|
}
|
|
|
|
//then add polygonal mesh
|
|
vcg::tri::Allocator<PolyMesh>::AddFaces(Pmesh,polygons.size());
|
|
for (unsigned int i=0;i<polygons.size();i++)
|
|
{
|
|
int size=polygons[i].size();
|
|
Pmesh.face[i].Alloc(size);
|
|
for (int j=0;j<size;j++)
|
|
{
|
|
CoordType pos=(polygons[i][j])->P();
|
|
assert(VertMap.count(pos)==1);
|
|
int index=VertMap[pos];
|
|
Pmesh.face[i].V(j)=&(Pmesh.vert[index]);
|
|
}
|
|
}
|
|
|
|
|
|
}
|
|
};
|
|
}
|
|
}
|
|
#endif
|