139 lines
5.6 KiB
C++
139 lines
5.6 KiB
C++
/****************************************************************************
|
|
* VCGLib o o *
|
|
* Visual and Computer Graphics Library o o *
|
|
* _ O _ *
|
|
* Copyright(C) 2004-2017 \/)\/ *
|
|
* Visual Computing Lab /\/| *
|
|
* ISTI - Italian National Research Council | *
|
|
* \ *
|
|
* All rights reserved. *
|
|
* *
|
|
* This program is free software; you can redistribute it and/or modify *
|
|
* it under the terms of the GNU General Public License as published by *
|
|
* the Free Software Foundation; either version 2 of the License, or *
|
|
* (at your option) any later version. *
|
|
* *
|
|
* This program is distributed in the hope that it will be useful, *
|
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
|
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
|
|
* GNU General Public License (http://www.gnu.org/licenses/gpl.txt) *
|
|
* for more details. *
|
|
* *
|
|
****************************************************************************/
|
|
|
|
#ifndef __VCG_CREASE_CUT
|
|
#define __VCG_CREASE_CUT
|
|
#include<vcg/simplex/face/jumping_pos.h>
|
|
#include<vcg/complex/algorithms/update/normal.h>
|
|
#include<vcg/complex/algorithms/update/flag.h>
|
|
namespace vcg {
|
|
namespace tri {
|
|
|
|
/** \brief Open a mesh cutting all the edges where the two faces make an angle *larger* than the indicated threshold
|
|
*/
|
|
|
|
template<class MESH_TYPE>
|
|
void CreaseCut(MESH_TYPE &m, float angleRad)
|
|
{
|
|
tri::UpdateFlags<MESH_TYPE>::FaceFauxSignedCrease(m, -angleRad, angleRad);
|
|
CutMeshAlongNonFauxEdges(m);
|
|
}
|
|
|
|
/**
|
|
* \brief Open a mesh along non-faux edges
|
|
*
|
|
* Duplicate exisiting vertices so that non-faux edges become boundary edges.
|
|
* It assume FF topology and manifoldness.
|
|
* The idea is that we scan faces around each vertex duplicating it each time we encounter a marked edge.
|
|
*
|
|
*/
|
|
template<class MESH_TYPE>
|
|
void CutMeshAlongNonFauxEdges(MESH_TYPE &m)
|
|
{
|
|
typedef typename MESH_TYPE::FaceIterator FaceIterator;
|
|
typedef typename MESH_TYPE::FaceType FaceType;
|
|
typedef typename face::Pos<FaceType> PosType;
|
|
tri::Allocator<MESH_TYPE>::CompactVertexVector(m);
|
|
tri::Allocator<MESH_TYPE>::CompactFaceVector(m);
|
|
tri::RequireFFAdjacency(m);
|
|
|
|
tri::UpdateFlags<MESH_TYPE>::VertexClearV(m);
|
|
std::vector<int> indVec(m.fn*3,-1);
|
|
int newVertexCounter=m.vn;
|
|
int startVn=m.vn;
|
|
for(FaceIterator fi=m.face.begin();fi!=m.face.end();++fi)
|
|
{
|
|
for(int j=0;j<3;++j)
|
|
if(!(*fi).V(j)->IsV() ) // foreach unvisited vertex we loop around it searching for creases.
|
|
{
|
|
(*fi).V(j)->SetV();
|
|
|
|
PosType startPos(&*fi,j,(*fi).V(j));
|
|
PosType curPos=startPos;
|
|
bool borderVertexFlag=false; // on border vertex swe startfrom border edges (so we are sure that we cross the crease once)
|
|
do
|
|
{
|
|
curPos.FlipF();curPos.FlipE();
|
|
if(curPos.IsBorder()) {
|
|
borderVertexFlag=true;
|
|
break;
|
|
}
|
|
} while(curPos!=startPos);
|
|
|
|
assert(borderVertexFlag == curPos.IsBorder());
|
|
startPos=curPos;
|
|
if(!borderVertexFlag) // on internal vertex we start on creases.
|
|
{
|
|
do {
|
|
curPos.FlipF();curPos.FlipE();
|
|
if(!curPos.IsFaux())
|
|
break;
|
|
} while(curPos!=startPos);
|
|
startPos=curPos;
|
|
}
|
|
int locCreaseCounter=0;
|
|
int curVertexCounter= Index(m, curPos.V());
|
|
|
|
// The real Loop; we assume that if there is border we are starting from a border pos;
|
|
// the idea is that just before jumping on the next face, if we cross a crease, we increase the vertex counter.
|
|
do {
|
|
size_t faceInd = Index(m,curPos.F());
|
|
indVec[faceInd*3+ curPos.VInd()] = curVertexCounter;
|
|
curPos.FlipE();
|
|
if(!curPos.IsFaux())
|
|
{ //qDebug(" Crease FOUND");
|
|
++locCreaseCounter;
|
|
curVertexCounter=newVertexCounter;
|
|
newVertexCounter++;
|
|
}
|
|
curPos.FlipF();
|
|
} while (startPos!=curPos && !curPos.IsBorder());
|
|
}
|
|
} // end foreach face/vert
|
|
|
|
// Now the indVec vector contains for each face wedge the new index of each vertex (duplicated as necessary)
|
|
// We do a second loop to copy split vertices into new positions
|
|
tri::Allocator<MESH_TYPE>::AddVertices(m,newVertexCounter-m.vn);
|
|
|
|
tri::UpdateFlags<MESH_TYPE>::VertexClearV(m);
|
|
for(FaceIterator fi=m.face.begin();fi!=m.face.end();++fi)
|
|
for(int j=0;j<3;++j)
|
|
{
|
|
size_t faceInd = Index(m, *fi);
|
|
int curVertexInd = indVec[faceInd*3+ j];
|
|
assert(curVertexInd != -1);
|
|
assert(curVertexInd < m.vn);
|
|
if(curVertexInd < startVn) { assert(size_t(curVertexInd) == Index(m, (*fi).V(j))); }
|
|
if(curVertexInd >= startVn)
|
|
{
|
|
m.vert[curVertexInd].ImportData(*((*fi).V(j)));
|
|
(*fi).V(j) = & m.vert[curVertexInd];
|
|
}
|
|
}
|
|
}
|
|
|
|
} // end namespace tri
|
|
} // end namespace vcg
|
|
#endif
|
|
|