415 lines
14 KiB
C++
415 lines
14 KiB
C++
/****************************************************************************
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* MeshLab o o *
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* A versatile mesh processing toolbox o o *
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* _ O _ *
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* Copyright(C) 2005 \/)\/ *
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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 VORONOI_PROCESSING_H
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#define VORONOI_PROCESSING_H
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//#include <vcg/simplex/face/topology.h>
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#include <vcg/complex/algorithms/geodesic.h>
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#include <vcg/complex/algorithms/update/color.h>
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namespace vcg
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{
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namespace tri
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{
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template <class MeshType>
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class ClusteringSampler
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{
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public:
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typedef typename MeshType::VertexType VertexType;
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ClusteringSampler()
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{
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sampleVec=0;
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}
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ClusteringSampler(std::vector<VertexType *> *_vec)
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{
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sampleVec = _vec;
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}
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std::vector<VertexType *> *sampleVec;
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void AddVert(const VertexType &p)
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{
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sampleVec->push_back((VertexType *)(&p));
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}
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}; // end class ClusteringSampler
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template <class MeshType >
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class VoronoiProcessing
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{
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typedef typename MeshType::CoordType CoordType;
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typedef typename MeshType::ScalarType ScalarType;
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typedef typename MeshType::VertexType VertexType;
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typedef typename MeshType::VertexPointer VertexPointer;
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typedef typename MeshType::VertexIterator VertexIterator;
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typedef typename MeshType::FacePointer FacePointer;
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typedef typename MeshType::FaceIterator FaceIterator;
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typedef typename MeshType::FaceType FaceType;
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typedef typename MeshType::FaceContainer FaceContainer;
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public:
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// Given a vector of point3f it finds the closest vertices on the mesh.
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static void SeedToVertexConversion(MeshType &m,std::vector<CoordType> &seedPVec,std::vector<VertexType *> &seedVVec)
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{
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typedef typename vcg::SpatialHashTable<VertexType, ScalarType> HashVertexGrid;
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seedVVec.clear();
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HashVertexGrid HG;
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HG.Set(m.vert.begin(),m.vert.end());
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const float dist_upper_bound=m.bbox.Diag()/10.0;
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typename std::vector<CoordType>::iterator pi;
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for(pi=seedPVec.begin();pi!=seedPVec.end();++pi)
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{
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float dist;
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VertexPointer vp;
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vp=tri::GetClosestVertex<MeshType,HashVertexGrid>(m, HG, *pi, dist_upper_bound, dist);
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if(vp)
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{
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seedVVec.push_back(vp);
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}
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}
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}
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typedef typename MeshType::template PerVertexAttributeHandle<VertexPointer> PerVertexPointerHandle;
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typedef typename MeshType::template PerFaceAttributeHandle<VertexPointer> PerFacePointerHandle;
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static void ComputePerVertexSources(MeshType &m, std::vector<VertexType *> &seedVec)
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{
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tri::Geo<MeshType> g;
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VertexPointer farthest;
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tri::Allocator<MeshType>::DeletePerVertexAttribute(m,"sources"); // delete any conflicting handle regardless of the type...
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PerVertexPointerHandle vertexSources = tri::Allocator<MeshType>:: template AddPerVertexAttribute<VertexPointer> (m,"sources");
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tri::Allocator<MeshType>::DeletePerFaceAttribute(m,"sources"); // delete any conflicting handle regardless of the type...
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PerFacePointerHandle faceSources = tri::Allocator<MeshType>:: template AddPerFaceAttribute<VertexPointer> (m,"sources");
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assert(tri::Allocator<MeshType>::IsValidHandle(m,vertexSources));
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g.FarthestVertex(m,seedVec,farthest,std::numeric_limits<ScalarType>::max(),&vertexSources);
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}
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static void VoronoiColoring(MeshType &m, std::vector<VertexType *> &seedVec, bool frontierFlag=true)
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{
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PerVertexPointerHandle sources = tri::Allocator<MeshType>:: template GetPerVertexAttribute<VertexPointer> (m,"sources");
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assert(tri::Allocator<MeshType>::IsValidHandle(m,sources));
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tri::Geo<MeshType> g;
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VertexPointer farthest;
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if(frontierFlag)
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{
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std::pair<float,VertexPointer> zz(0,0);
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std::vector< std::pair<float,VertexPointer> > regionArea(m.vert.size(),zz);
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std::vector<VertexPointer> borderVec;
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GetAreaAndFrontier(m, sources, regionArea, borderVec);
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g.FarthestVertex(m,borderVec,farthest);
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}
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tri::UpdateColor<MeshType>::VertexQualityRamp(m);
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}
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// It associates the faces with a given vertex according to the vertex associations
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//
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// It READS the PerVertex attribute 'sources'
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// It WRITES the PerFace attribute 'sources'
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static void FaceAssociateRegion(MeshType &m)
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{
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PerFacePointerHandle faceSources = tri::Allocator<MeshType>:: template GetPerFaceAttribute<VertexPointer> (m,"sources");
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PerVertexPointerHandle vertexSources = tri::Allocator<MeshType>:: template GetPerVertexAttribute<VertexPointer> (m,"sources");
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for(FaceIterator fi=m.face.begin();fi!=m.face.end();++fi)
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{
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faceSources[fi]=0;
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std::vector<VertexPointer> vp(3);
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for(int i=0;i<3;++i) vp[i]=vertexSources[fi->V(i)];
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for(int i=0;i<3;++i) // First try to associate to the most reached vertex
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{
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if(vp[0]==vp[1] && vp[0]==vp[2]) faceSources[fi] = vp[0];
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else
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{
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if(vp[0]==vp[1] && vp[0]->Q()< vp[2]->Q()) faceSources[fi] = vp[0];
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if(vp[0]==vp[2] && vp[0]->Q()< vp[1]->Q()) faceSources[fi] = vp[0];
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if(vp[1]==vp[2] && vp[1]->Q()< vp[0]->Q()) faceSources[fi] = vp[1];
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}
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}
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}
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tri::UpdateTopology<MeshType>::FaceFace(m);
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int unassCnt=0;
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do
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{
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unassCnt=0;
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for(FaceIterator fi=m.face.begin();fi!=m.face.end();++fi)
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{
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if(faceSources[fi]==0)
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{
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std::vector<VertexPointer> vp(3);
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for(int i=0;i<3;++i)
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vp[i]=faceSources[fi->FFp(i)];
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if(vp[0]!=0 && (vp[0]==vp[1] || vp[0]==vp[2]))
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faceSources[fi] = vp[0];
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else if(vp[1]!=0 && (vp[1]==vp[2]))
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faceSources[fi] = vp[1];
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else
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faceSources[fi] = std::max(vp[0],std::max(vp[1],vp[2]));
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if(faceSources[fi]==0) unassCnt++;
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}
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}
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}
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while(unassCnt>0);
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}
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// Select all the faces with a given source vertex <vp>
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// It reads the PerFace attribute 'sources'
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static int FaceSelectAssociateRegion(MeshType &m, VertexPointer vp)
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{
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PerFacePointerHandle sources = tri::Allocator<MeshType>:: template GetPerFaceAttribute<VertexPointer> (m,"sources");
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assert(tri::Allocator<MeshType>::IsValidHandle(m,sources));
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tri::UpdateSelection<MeshType>::Clear(m);
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int selCnt=0;
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for(FaceIterator fi=m.face.begin();fi!=m.face.end();++fi)
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{
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if(sources[fi]==vp)
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{
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fi->SetS();
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++selCnt;
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}
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}
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return selCnt;
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}
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// Given a seed <vp>, it selects all the faces that have the minimal distance vertex sourced by the given <vp>.
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// <vp> can be null (it search for unreached faces...)
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// returns the number of selected faces;
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//
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// It reads the PerVertex attribute 'sources'
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static int FaceSelectRegion(MeshType &m, VertexPointer vp)
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{
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PerVertexPointerHandle sources = tri::Allocator<MeshType>:: template GetPerVertexAttribute<VertexPointer> (m,"sources");
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assert(tri::Allocator<MeshType>::IsValidHandle(m,sources));
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tri::UpdateSelection<MeshType>::Clear(m);
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int selCnt=0;
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for(FaceIterator fi=m.face.begin();fi!=m.face.end();++fi)
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{
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int minInd = 0; float minVal=std::numeric_limits<float>::max();
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for(int i=0;i<3;++i)
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{
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if((*fi).V(i)->Q()<minVal)
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{
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minInd=i;
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minVal=(*fi).V(i)->Q();
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}
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}
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if( sources[(*fi).V(minInd)] == vp)
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{
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fi->SetS();
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selCnt++;
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}
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}
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return selCnt;
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}
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// find the vertexes of frontier faces
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// and compute Area of all the regions
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static void GetAreaAndFrontier(MeshType &m, PerVertexPointerHandle &sources,
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std::vector< std::pair<float,VertexPointer> > ®ionArea,
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std::vector<VertexPointer> &borderVec)
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{
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tri::UpdateFlags<MeshType>::VertexClearV(m);
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for(FaceIterator fi=m.face.begin();fi!=m.face.end();++fi)
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{
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if( sources[(*fi).V(0)] != sources[(*fi).V(1)] ||
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sources[(*fi).V(0)] != sources[(*fi).V(2)] )
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{
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for(int i=0;i<3;++i)
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{
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(*fi).V(i)->SetV();
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(*fi).V(i)->C() = Color4b::Black;
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}
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}
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else // the face belongs to a single region; accumulate area;
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{
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if(sources[(*fi).V(0)] != 0)
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{
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int seedIndex = sources[(*fi).V(0)] - &*m.vert.begin();
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regionArea[seedIndex].first+=DoubleArea(*fi);
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regionArea[seedIndex].second=sources[(*fi).V(0)];
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}
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}
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}
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// Collect the frontier vertexes
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borderVec.clear();
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for(VertexIterator vi=m.vert.begin();vi!=m.vert.end();++vi)
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if((*vi).IsV()) borderVec.push_back(&*vi);
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}
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static void VoronoiRelaxing(MeshType &m, std::vector<VertexType *> &seedVec, int relaxIter, int /*percentileClamping*/, vcg::CallBackPos *cb=0)
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{
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for(int iter=0;iter<relaxIter;++iter)
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{
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if(cb) cb(iter*100/relaxIter,"Voronoi Lloyd Relaxation: First Partitioning");
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tri::Geo<MeshType> g;
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VertexPointer farthest;
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// first run: find for each point what is the closest to one of the seeds.
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typename MeshType::template PerVertexAttributeHandle<VertexPointer> sources;
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sources = tri::Allocator<MeshType>:: template AddPerVertexAttribute<VertexPointer> (m,"sources");
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g.FarthestVertex(m,seedVec,farthest,std::numeric_limits<ScalarType>::max(),&sources);
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std::pair<float,VertexPointer> zz(0,0);
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std::vector< std::pair<float,VertexPointer> > regionArea(m.vert.size(),zz);
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std::vector<VertexPointer> borderVec;
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GetAreaAndFrontier(m, sources, regionArea, borderVec);
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// Smaller area region are discarded
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Distribution<float> H;
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for(size_t i=0;i<regionArea.size();++i)
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if(regionArea[i].second) H.Add(regionArea[i].first);
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float areaThreshold;
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if(iter==0) areaThreshold = H.Percentile(.1f);
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else areaThreshold = H.Percentile(.001f);
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//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);
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if(cb) cb(iter*100/relaxIter,"Voronoi Lloyd Relaxation: Searching New Seeds");
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g.FarthestVertex(m,borderVec,farthest);
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tri::UpdateColor<MeshType>::VertexQualityRamp(m);
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// Search the local maxima for each region and use them as new seeds
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std::vector< std::pair<float,VertexPointer> > seedMaxima(m.vert.size(),zz);
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for(VertexIterator vi=m.vert.begin();vi!=m.vert.end();++vi)
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{
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int seedIndex = sources[vi] - &*m.vert.begin();
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if(seedMaxima[seedIndex].first < (*vi).Q())
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{
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seedMaxima[seedIndex].first=(*vi).Q();
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seedMaxima[seedIndex].second=&*vi;
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}
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}
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std::vector<VertexPointer> newSeeds;
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for(size_t i=0;i<seedMaxima.size();++i)
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if(seedMaxima[i].second)
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{
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seedMaxima[i].second->C() = Color4b::Gray;
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if(regionArea[i].first >= areaThreshold)
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newSeeds.push_back(seedMaxima[i].second);
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}
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tri::UpdateColor<MeshType>::VertexQualityRamp(m);
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for(size_t i=0;i<seedVec.size();++i)
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seedVec[i]->C() = Color4b::Black;
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for(size_t i=0;i<borderVec.size();++i)
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borderVec[i]->C() = Color4b::Gray;
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swap(newSeeds,seedVec);
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for(size_t i=0;i<seedVec.size();++i)
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seedVec[i]->C() = Color4b::White;
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tri::Allocator<MeshType>::DeletePerVertexAttribute (m,"sources");
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}
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}
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// Base vertex voronoi coloring algorithm.
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// it assumes VF adjacency. No attempt of computing real geodesic distnace is done. Just a BFS visit starting from the seeds.
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static void TopologicalVertexColoring(MeshType &m, std::vector<VertexType *> &seedVec)
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{
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std::queue<VertexPointer> VQ;
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tri::UpdateQuality<MeshType>::VertexConstant(m,0);
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for(size_t i=0;i<seedVec.size();++i)
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{
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VQ.push(seedVec[i]);
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seedVec[i]->Q()=i+1;
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}
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while(!VQ.empty())
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{
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VertexPointer vp = VQ.front();
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VQ.pop();
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std::vector<VertexPointer> vertStar;
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vcg::face::VVStarVF<FaceType>(vp,vertStar);
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for(typename std::vector<VertexPointer>::iterator vv = vertStar.begin();vv!=vertStar.end();++vv)
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{
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if((*vv)->Q()==0)
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{
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(*vv)->Q()=vp->Q();
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VQ.push(*vv);
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}
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}
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} // end while(!VQ.empty())
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}
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// Drastic Simplification algorithm.
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// Similar in philosopy to the classic grid clustering but using a voronoi partition instead of the regular grid.
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//
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// This function assumes that in the mOld mesh, for each vertex you have a quality that denotes the index of the cluster
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// mNew is created by collasping onto a single vertex all the vertices that lies in the same cluster.
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// Non degenerate triangles are preserved.
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static void VoronoiClustering(MeshType &mOld, MeshType &mNew, std::vector<VertexType *> &seedVec)
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{
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std::set<Point3i> clusteredFace;
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FaceIterator fi;
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for(fi=mOld.face.begin();fi!=mOld.face.end();++fi)
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{
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if( (fi->V(0)->Q() != fi->V(1)->Q() ) &&
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(fi->V(0)->Q() != fi->V(2)->Q() ) &&
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(fi->V(1)->Q() != fi->V(2)->Q() ) )
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clusteredFace.insert( Point3i(int(fi->V(0)->Q()), int(fi->V(1)->Q()), int(fi->V(2)->Q())));
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}
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tri::Allocator<MeshType>::AddVertices(mNew,seedVec.size());
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for(size_t i=0;i< seedVec.size();++i)
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mNew.vert[i].ImportLocal(*(seedVec[i]));
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tri::Allocator<MeshType>::AddFaces(mNew,clusteredFace.size());
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std::set<Point3i>::iterator fsi; ;
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for(fi=mNew.face.begin(),fsi=clusteredFace.begin(); fsi!=clusteredFace.end();++fsi,++fi)
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{
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(*fi).V(0) = & mNew.vert[(int)(fsi->V(0)-1)];
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(*fi).V(1) = & mNew.vert[(int)(fsi->V(1)-1)];
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(*fi).V(2) = & mNew.vert[(int)(fsi->V(2)-1)];
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}
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}
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}; // end class VoronoiProcessing
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} // end namespace tri
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} // end namespace vcg
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#endif
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