202 lines
7.8 KiB
C++
202 lines
7.8 KiB
C++
/****************************************************************************
|
|
* VCGLib o o *
|
|
* Visual and Computer Graphics Library o o *
|
|
* _ O _ *
|
|
* Copyright(C) 2008 \/)\/ *
|
|
* 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/trimesh/append.h>
|
|
#include<vcg/complex/trimesh/update/normal.h>
|
|
namespace vcg {
|
|
namespace tri {
|
|
|
|
/*
|
|
Crease Angle
|
|
Assume che:
|
|
la mesh abbia la topologia ff
|
|
la mesh non abbia complex (o se li aveva fossero stati detached)
|
|
Abbia le normali per faccia normalizzate!!
|
|
|
|
|
|
Prende una mesh e duplica tutti gli edge le cui normali nelle facce incidenti formano un angolo maggiore
|
|
di <angle> (espresso in rad).
|
|
foreach face
|
|
foreach unvisited vert vi
|
|
scan the star of triangles around vi duplicating vi each time we encounter a crease angle.
|
|
|
|
the new (and old) vertexes are put in a std::vector that is swapped with the original one at the end.
|
|
|
|
Si tiene un vettore di interi 3 *fn che dice l'indice del vertice puntato da ogni faccia.
|
|
quando si scandisce la stella intorno ad un vertici, per ogni wedge si scrive l'indice del vertice corrsipondente.
|
|
|
|
|
|
*/
|
|
|
|
template<class MESH_TYPE>
|
|
void CreaseCut(MESH_TYPE &m, float angleRad)
|
|
{
|
|
typedef typename MESH_TYPE::CoordType CoordType;
|
|
typedef typename MESH_TYPE::ScalarType ScalarType;
|
|
typedef typename MESH_TYPE::VertexType VertexType;
|
|
typedef typename MESH_TYPE::VertexPointer VertexPointer;
|
|
typedef typename MESH_TYPE::VertexIterator VertexIterator;
|
|
typedef typename MESH_TYPE::FaceIterator FaceIterator;
|
|
typedef typename MESH_TYPE::FaceType FaceType;
|
|
typedef typename MESH_TYPE::FacePointer FacePointer;
|
|
|
|
tri::Allocator<MESH_TYPE>::CompactVertexVector(m);
|
|
tri::Allocator<MESH_TYPE>::CompactFaceVector(m);
|
|
|
|
tri::UpdateNormals<MESH_TYPE>::NormalizeFace(m);
|
|
|
|
assert(m.HasFFTopology());
|
|
typename MESH_TYPE::ScalarType cosangle=math::Cos(angleRad);
|
|
|
|
tri::UpdateFlags<MESH_TYPE>::VertexClearV(m);
|
|
std::vector<int> indVec(m.fn*3,-1);
|
|
int newVertexCounter=m.vn;
|
|
int creaseCounter=0;
|
|
int startVn=m.vn;
|
|
FaceIterator fi;
|
|
const FaceType * nextf;
|
|
for(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();
|
|
|
|
face::JumpingPos<FaceType> iPos(&*fi,j,(*fi).V(j));
|
|
size_t vertInd = Index(m,iPos.v); //
|
|
bool isBorderVertex = iPos.FindBorder(); // for border vertex we start from the border.
|
|
face::JumpingPos<FaceType> startPos=iPos;
|
|
if(!isBorderVertex) // for internal vertex we search the first crease and start from it
|
|
{
|
|
do {
|
|
ScalarType dotProd = iPos.FFlip()->cN() * iPos.f->N();
|
|
iPos.NextFE();
|
|
if(dotProd<cosangle) break;
|
|
} while (startPos!=iPos);
|
|
startPos=iPos; // the found crease become the new starting pos.
|
|
}
|
|
|
|
int locCreaseCounter=0;
|
|
int curVertexCounter =vertInd;
|
|
|
|
do { // The real Loop
|
|
ScalarType dotProd=iPos.FFlip()->cN() * iPos.f->N(); // test normal with the next face (fflip)
|
|
size_t faceInd = Index(m,iPos.f);
|
|
indVec[faceInd*3+ iPos.VInd()] = curVertexCounter;
|
|
|
|
if(dotProd<cosangle)
|
|
{ //qDebug(" Crease FOUND");
|
|
++locCreaseCounter;
|
|
curVertexCounter=newVertexCounter;
|
|
newVertexCounter++;
|
|
}
|
|
iPos.NextFE();
|
|
} while (startPos!=iPos);
|
|
if(locCreaseCounter>0 && (!isBorderVertex) ) newVertexCounter--;
|
|
}
|
|
|
|
// A questo punto ho un vettore che mi direbbe per ogni faccia quale vertice devo mettere. Dopo che ho aggiunto i vertici necessari,
|
|
// rifaccio il giro delle facce
|
|
qDebug("adding %i vert for %i crease edges ",newVertexCounter-m.vn, creaseCounter);
|
|
tri::Allocator<MESH_TYPE>::AddVertices(m,newVertexCounter-m.vn);
|
|
|
|
tri::UpdateFlags<MESH_TYPE>::VertexClearV(m);
|
|
for(fi=m.face.begin();fi!=m.face.end();++fi)
|
|
for(int j=0;j<3;++j) // foreach unvisited vertex
|
|
{
|
|
size_t faceInd = Index(m, *fi);
|
|
size_t vertInd = Index(m, (*fi).V(j));
|
|
int curVertexInd = indVec[faceInd*3+ j];
|
|
assert(curVertexInd != -1);
|
|
assert(curVertexInd < m.vn);
|
|
if(curVertexInd < startVn) assert(curVertexInd == vertInd);
|
|
if(curVertexInd >= startVn)
|
|
{
|
|
m.vert[curVertexInd].ImportLocal(*((*fi).V(j)));
|
|
(*fi).V(j) = & m.vert[curVertexInd];
|
|
}
|
|
}
|
|
tri::UpdateNormals<MESH_TYPE>::PerVertexFromCurrentFaceNormal(m);
|
|
}
|
|
|
|
} // end namespace tri
|
|
} // end namespace vcg
|
|
#endif
|
|
|
|
/*
|
|
face::Pos<FaceType> startPos=iPos;
|
|
const FaceType * nextf;
|
|
|
|
do{
|
|
size_t faceInd = Index(m,iPos.f);
|
|
assert(iPos.f->V(iPos.VInd()) ==iPos.v);
|
|
qDebug("Face %2i:%i - v%2i -- %2i",faceInd,iPos.VInd(),Index(m,iPos.v),curVertexCounter);
|
|
indVec[faceInd*3+ iPos.VInd()] = curVertexCounter;
|
|
|
|
nextf=iPos.FFlip();
|
|
ScalarType dotProd=nextf->cN() * iPos.f->N();
|
|
iPos.FlipF();
|
|
iPos.FlipE();
|
|
if(dotProd<cosangle)
|
|
{
|
|
++creaseCounter;
|
|
if(iPos!=startPos)
|
|
{
|
|
qDebug("Crease");
|
|
curVertexCounter=newVertexCounter;
|
|
newVertexCounter++;
|
|
}
|
|
}
|
|
}
|
|
while((iPos!=startPos) && (!iPos.IsBorder()) );
|
|
qDebug("-- End Loop on v %i",Index(m,iPos.v));
|
|
}
|
|
|
|
// A questo punto ho un vettore che mi direbbe per ogni faccia quale vertice devo mettere. Dopo che ho aggiunto i vertici necessari,
|
|
// rifaccio il giro delle facce
|
|
qDebug("adding %i vert for %i crease edges ",newVertexCounter-m.vn, creaseCounter);
|
|
tri::Allocator<MESH_TYPE>::AddVertices(m,newVertexCounter-m.vn);
|
|
|
|
tri::UpdateFlags<MESH_TYPE>::VertexClearV(m);
|
|
for(fi=m.face.begin();fi!=m.face.end();++fi)
|
|
for(int j=0;j<3;++j) // foreach unvisited vertex
|
|
{
|
|
size_t faceInd = Index(m, *fi);
|
|
size_t vertInd = Index(m, (*fi).V(j));
|
|
int curVertexInd = indVec[faceInd*3+ j];
|
|
qDebug("Setting Face %2i vert %2i : %2i -> %2i",faceInd,j,vertInd,curVertexInd);
|
|
assert(curVertexInd != -1);
|
|
assert(curVertexInd < m.vn);
|
|
if(curVertexInd < startVn) assert(curVertexInd == vertInd);
|
|
if(curVertexInd >= startVn)
|
|
{
|
|
//m.vert[curVertexInd].ImportLocal(*((*fi).V(j)));
|
|
tri::Append<CMeshO,CMeshO>::ImportVertex(m.vert[curVertexInd],*((*fi).V(j)));
|
|
(*fi).V(j) = & m.vert[curVertexInd];
|
|
}
|
|
}
|
|
|
|
*/
|