vcglib/vcg/complex/trimesh/update/quality.h

212 lines
7.3 KiB
C++

/****************************************************************************
* VCGLib o o *
* Visual and Computer Graphics Library o o *
* _ O _ *
* Copyright(C) 2004 \/)\/ *
* Visual Computing Lab /\/| *
* ISTI - Italian National Research Council | *
* \ *
* All rights reserved. *
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* 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. *
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****************************************************************************/
/****************************************************************************
History
$Log: not supported by cvs2svn $
Revision 1.6 2005/03/15 11:48:50 cignoni
Added missing include assert and improved comments and requirements of geodesic quality
Revision 1.5 2004/07/15 00:13:39 cignoni
Better doxigen documentation
Revision 1.4 2004/07/06 06:29:53 cignoni
removed assumption of a using namespace std and added a missing include
Revision 1.3 2004/06/24 15:15:12 cignoni
Better Doxygen documentation
Revision 1.2 2004/05/10 13:43:00 cignoni
Added use of VFIterator in VertexGeodesicFromBorder
Revision 1.1 2004/03/31 14:59:14 cignoni
First working version!
Revision 1.2 2004/03/29 14:26:57 cignoni
First working version!
****************************************************************************/
#ifndef __VCG_TRI_UPDATE_QUALITY
#define __VCG_TRI_UPDATE_QUALITY
#include <vcg/simplex/face/pos.h>
#include <algorithm>
#include <vector>
#include <assert.h>
namespace vcg {
namespace tri {
/** \addtogroup trimesh */
/*@{*/
/** Generation of per-vertex and per-face Qualities according to various strategy, like geodesic distance from the border (UpdateQuality::VertexGeodesicFromBorder) or curvature ecc.
This class is templated over the mesh and (like all other Update* classes) has only static members; Typical usage:
\code
MyMeshType m;
UpdateQuality<MyMeshType>::VertexGeodesicFromBorder(m);
\endcode
**/
template <class UpdateMeshType>
class UpdateQuality
{
public:
typedef UpdateMeshType MeshType;
typedef typename MeshType::ScalarType ScalarType;
typedef typename MeshType::VertexType VertexType;
typedef typename MeshType::VertexPointer VertexPointer;
typedef typename MeshType::VertexIterator VertexIterator;
typedef typename MeshType::FaceType FaceType;
typedef typename MeshType::FacePointer FacePointer;
typedef typename MeshType::FaceIterator FaceIterator;
class VQualityHeap
{
public:
float q;
VertexPointer p;
inline VQualityHeap( VertexPointer np )
{
q = np->Q();
p = np;
}
// Attenzione il minore e' maggiore
inline bool operator < ( const VQualityHeap & vq ) const { return q > vq.q; }
inline bool operator == ( const VQualityHeap & vq ) const { return q == vq.q; }
inline bool operator > ( const VQualityHeap & vq ) const { return q < vq.q; }
inline bool operator != ( const VQualityHeap & vq ) const { return q != vq.q; }
inline bool operator <= ( const VQualityHeap & vq ) const { return q >= vq.q; }
inline bool operator >= ( const VQualityHeap & vq ) const { return q <= vq.q; }
inline bool is_valid() const { return q==p->Q(); }
};
// *** IMPORTANT REQUIREMENTS
// VF topology
// Border FLags
// tri::UpdateTopology<SMesh>::VertexFace(sm);
// tri::UpdateFlags<SMesh>::FaceBorderFromVF(sm);
//
// Calcola la qualita' come distanza geodesica dal bordo della mesh.
// Robusta funziona anche per mesh non manifold.
// La qualita' memorizzata indica la distanza assoluta dal bordo della mesh.
// Nota prima del 13/11/03 in alcuni casi rari SPT andava in loop perche' poteva capitare
// che per approx numeriche ben strane pw->Q() > pv->Q()+d ma durante la memorizzazione
// della nuova distanza essa rimanesse uguale a prima. Patchato rimettendo i vertici nello
// heap solo se migliorano la distanza di un epsilon == 1/100000 della mesh diag.
/** Compute, for each vertex of the mesh the geodesic distance from the border of the mesh itself;
Requirements: VF topology, Per Vertex Quality and border flags already computed (see UpdateFlags::FaceBorderFromVF and UpdateTopology::VertexFace);
it uses the classical dijkstra Shortest Path Tree algorithm.
The geodesic distance is approximated by allowing to walk only along edges of the mesh.
*/
static void VertexGeodesicFromBorder(MeshType &m) // R1
{
//Requirements
assert(m.HasVFTopology());
assert(m.HasPerVertexQuality());
std::vector< VQualityHeap > heap;
VertexIterator v;
FaceIterator f;
int j;
for(v=m.vert.begin();v!=m.vert.end();++v)
(*v).Q() = -1;
for(f=m.face.begin();f!=m.face.end();++f) // Inserisco nell'heap i v di bordo
if(!(*f).IsD())
for(j=0;j<3;++j)
if( (*f).IsB(j) )
{
for(int k=0;k<2;++k)
{
VertexPointer pv = (*f).V((j+k)%3);
if( pv->Q()==-1 )
{
pv->Q() = 0;
heap.push_back(VQualityHeap(pv));
}
}
}
const ScalarType loc_eps=m.bbox.Diag()/ScalarType(100000);
while( heap.size()!=0 ) // Shortest path tree
{
VertexPointer pv;
std::pop_heap(heap.begin(),heap.end());
if( ! heap.back().is_valid() )
{
heap.pop_back();
continue;
}
pv = heap.back().p;
heap.pop_back();
for(face::VFIterator<FaceType> vfi(pv) ; !vfi.End(); ++vfi )
{
for(int k=0;k<2;++k)
{
VertexPointer pw;
float d;
if(k==0) pw = vfi.f->V1(vfi.z);
else pw = vfi.f->V2(vfi.z);
d = Distance(pv->P(),pw->P());
if( pw->Q()==-1 || pw->Q() > pv->Q()+d + loc_eps)
{
pw->Q() = pv->Q()+d;
heap.push_back(VQualityHeap(pw));
std::push_heap(heap.begin(),heap.end());
}
}
}
}
for(v=m.vert.begin();v!=m.vert.end();++v)
if(v->Q()==-1)
v->Q() = 0;
}
/** Assign to each vertex of the mesh a constant quality value. Useful for initialization.
*/
static void VertexConstant(MeshType &m, float q)
{
VertexIterator vi;
for(vi=m.vert.begin();vi!=m.vert.end();++vi) if(!(*vi).IsD())
(*vi).Q()=q;
}
/** Assign to each face of the mesh a constant quality value. Useful for initialization.
*/
static void FaceConstant(MeshType &m, float q)
{
FaceIterator fi;
for(fi=m.face.begin();fi!=m.face.end();++fi)
(*fi).Q()=q;
}
}; //end class
} // end namespace
} // end namespace
#endif