627 lines
23 KiB
C++
627 lines
23 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 \/)\/ *
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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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#include <vcg/simplex/face/pos.h>
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#include <vcg/simplex/face/topology.h>
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#include <vcg/complex/algorithms/update/quality.h>
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#include <deque>
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#include <functional>
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#ifndef __VCGLIB_GEODESIC
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#define __VCGLIB_GEODESIC
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namespace vcg{
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namespace tri{
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template <class MeshType>
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struct EuclideanDistance{
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typedef typename MeshType::VertexType VertexType;
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typedef typename MeshType::ScalarType ScalarType;
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typedef typename MeshType::FacePointer FacePointer;
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EuclideanDistance(){}
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ScalarType operator()(const VertexType * v0, const VertexType * v1) const
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{return vcg::Distance(v0->cP(),v1->cP());}
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ScalarType operator()(const FacePointer f0, const FacePointer f1) const
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{return vcg::Distance(Barycenter(*f0),Barycenter(*f1));}
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};
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template <class MeshType>
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class IsotropicDistance{
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private:
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// The only member of this class. The attribute handle used to
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typename MeshType::template PerVertexAttributeHandle<float> wH;
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public:
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typedef typename MeshType::VertexType VertexType;
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typedef typename MeshType::ScalarType ScalarType;
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typedef typename MeshType::FacePointer FacePointer;
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/// The constructor reads per vertex quality and transfer it into a per vertex attribute mapping it into the specified range.
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/// The variance parameter specify how the distance is biased by the quality
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/// the distance is scaled by a factor that range from 1/variance to variance according to a linear mapping of quality range.
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/// So for example if you have a quality distributed in the 0..1 range and you specify a variance of 2 it means
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/// that the distance will be scaled from 0.5 to 2 their original values.
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IsotropicDistance(MeshType &m, float variance)
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{
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// the wH attribute store the scaling factor to be applied to the distance
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wH = tri::Allocator<MeshType>:: template GetPerVertexAttribute<float> (m,"distW");
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float qmin = 1.0f/variance;
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float qmax = variance;
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float qrange = qmax-qmin;
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std::pair<float,float> minmax = Stat<MeshType>::ComputePerVertexQualityMinMax(m);
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float range = minmax.second-minmax.first;
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for(int i=0;i<m.vert.size();++i)
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wH[i]=qmin+((m.vert[i].Q()-minmax.first)/range)*qrange;
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// qDebug("Range %f %f %f",minmax.first,minmax.second,range);
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}
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ScalarType operator()( VertexType * v0, VertexType * v1)
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{
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float scale = (wH[v0]+wH[v1])/2.0f;
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return (1.0f/scale)*vcg::Distance(v0->cP(),v1->cP());
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}
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};
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template <class MeshType>
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struct BasicCrossFunctor
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{
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BasicCrossFunctor(MeshType &m) { tri::RequirePerVertexCurvatureDir(m); }
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typedef typename MeshType::VertexType VertexType;
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Point3f D1(VertexType &v) { return v.PD1(); }
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Point3f D2(VertexType &v) { return v.PD1(); }
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};
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/**
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* Anisotropic Distance Functor
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*
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* Given a couple of vertexes over the surface (usually an edge)
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* it returns a distance value that is biased according to a tangential cross field.
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* It is assumed that the cross field is smooth enough so that you can safely blend the two directions
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*
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*/
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template <class MeshType>
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class AnisotropicDistance{
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typedef typename MeshType::VertexType VertexType;
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typedef typename MeshType::ScalarType ScalarType;
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typedef typename MeshType::VertexIterator VertexIterator;
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typename MeshType::template PerVertexAttributeHandle<Point3f> wxH,wyH;
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public:
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template <class CrossFunctor > AnisotropicDistance(MeshType &m, CrossFunctor &cf)
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{
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wxH = tri::Allocator<MeshType>:: template GetPerVertexAttribute<Point3f> (m,"distDirX");
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wyH = tri::Allocator<MeshType>:: template GetPerVertexAttribute<Point3f> (m,"distDirY");
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for(VertexIterator vi=m.vert.begin();vi!=m.vert.end();++vi)
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{
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wxH[vi]=cf.D1(*vi);
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wyH[vi]=cf.D2(*vi);
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}
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}
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ScalarType operator()( VertexType * v0, VertexType * v1)
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{
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Point3f dd = v0->cP()-v1->cP();
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float x = (fabs(dd * wxH[v0])+fabs(dd *wxH[v1]))/2.0f;
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float y = (fabs(dd * wyH[v0])+fabs(dd *wyH[v1]))/2.0f;
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return sqrt(x*x+y*y);
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}
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};
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/*! \brief class for computing approximate geodesic distances on a mesh
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require VF Adjacency relation
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\sa trimesh_geodesic.cpp
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*/
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template <class MeshType>
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class Geodesic{
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public:
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typedef typename MeshType::VertexType VertexType;
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typedef typename MeshType::VertexIterator VertexIterator;
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typedef typename MeshType::VertexPointer VertexPointer;
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typedef typename MeshType::FacePointer FacePointer;
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typedef typename MeshType::FaceType FaceType;
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typedef typename MeshType::CoordType CoordType;
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typedef typename MeshType::ScalarType ScalarType;
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/* Auxiliary class for keeping the heap of vertices to visit and their estimated distance */
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struct VertDist{
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VertDist(){}
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VertDist(VertexPointer _v, ScalarType _d):v(_v),d(_d){}
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VertexPointer v;
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ScalarType d;
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};
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struct DIJKDist{
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DIJKDist(VertexPointer _v):v(_v){}
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VertexPointer v;
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bool operator < (const DIJKDist &o) const
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{
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if( v->Q() != o.v->Q())
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return v->Q() > o.v->Q();
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return v<o.v;
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}
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};
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/* Auxiliary class for keeping the heap of vertices to visit and their estimated distance */
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struct FaceDist{
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FaceDist(FacePointer _f):f(_f){}
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FacePointer f;
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bool operator < (const FaceDist &o) const
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{
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if( f->Q() != o.f->Q())
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return f->Q() > o.f->Q();
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return f<o.f;
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}
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};
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/* Temporary data to associate to all the vertices: estimated distance and boolean flag */
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struct TempData{
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TempData(){}
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TempData(const ScalarType & _d):d(_d),source(0),parent(0){}
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ScalarType d;
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VertexPointer source;//closest source
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VertexPointer parent;
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};
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typedef SimpleTempData<std::vector<VertexType>, TempData > TempDataType;
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struct pred: public std::binary_function<VertDist,VertDist,bool>{
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pred(){}
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bool operator()(const VertDist& v0, const VertDist& v1) const
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{return (v0.d > v1.d);}
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};
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struct pred_addr: public std::binary_function<VertDist,VertDist,bool>{
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pred_addr(){}
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bool operator()(const VertDist& v0, const VertDist& v1) const
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{return (v0.v > v1.v);}
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};
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//************** calcolo della distanza di pw in base alle distanze note di pw1 e curr
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//************** sapendo che (curr,pw,pw1) e'una faccia della mesh
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//************** (vedi figura in file distance.gif)
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template <class DistanceFunctor>
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static ScalarType Distance(DistanceFunctor &distFunc,
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const VertexPointer &pw,
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const VertexPointer &pw1,
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const VertexPointer &curr,
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const ScalarType &d_pw1,
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const ScalarType &d_curr)
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{
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ScalarType curr_d=0;
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ScalarType ew_c = distFunc(pw,curr);
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ScalarType ew_w1 = distFunc(pw,pw1);
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ScalarType ec_w1 = distFunc(pw1,curr);
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CoordType w_c = (pw->cP()-curr->cP()).Normalize() * ew_c;
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CoordType w_w1 = (pw->cP() - pw1->cP()).Normalize() * ew_w1;
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CoordType w1_c = (pw1->cP() - curr->cP()).Normalize() * ec_w1;
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ScalarType alpha,alpha_, beta,beta_,theta,h,delta,s,a,b;
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alpha = acos((w_c.dot(w1_c))/(ew_c*ec_w1));
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s = (d_curr + d_pw1+ec_w1)/2;
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a = s/ec_w1;
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b = a*s;
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alpha_ = 2*acos ( std::min<ScalarType>(1.0,sqrt( (b- a* d_pw1)/d_curr)));
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if ( alpha+alpha_ > M_PI){
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curr_d = d_curr + ew_c;
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}else
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{
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beta_ = 2*acos ( std::min<ScalarType>(1.0,sqrt( (b- a* d_curr)/d_pw1)));
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beta = acos((w_w1).dot(-w1_c)/(ew_w1*ec_w1));
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if ( beta+beta_ > M_PI)
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curr_d = d_pw1 + ew_w1;
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else
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{
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theta = ScalarType(M_PI)-alpha-alpha_;
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delta = cos(theta)* ew_c;
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h = sin(theta)* ew_c;
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curr_d = sqrt( pow(h,2)+ pow(d_curr + delta,2));
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}
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}
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return (curr_d);
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}
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/*
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This is the low level version of the geodesic computation framework.
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Starting from the seeds, it assign a distance value to each vertex. The distance of a vertex is its
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approximated geodesic distance to the closest seeds.
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This is function is not meant to be called (although is not prevented). Instead, it is invoked by
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wrapping function.
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*/
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template <class DistanceFunctor>
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static VertexPointer Visit(
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MeshType & m,
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std::vector<VertDist> & seedVec, // the set of seed to start from
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DistanceFunctor &distFunc,
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// bool farthestOnBorder = false,
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ScalarType distance_threshold = std::numeric_limits<ScalarType>::max(), // cut off distance (do no compute anything farther than this value)
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typename MeshType::template PerVertexAttributeHandle<VertexPointer> * vertSource = NULL, // if present we put in this attribute the closest source for each vertex
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typename MeshType::template PerVertexAttributeHandle<VertexPointer> * vertParent = NULL, // if present we put in this attribute the parent in the path that goes from the vertex to the closest source
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std::vector<VertexPointer> *InInterval=NULL)
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{
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std::vector<VertDist> frontier;
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VertexPointer farthest=0,pw,pw1;
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//Requirements
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if(!HasVFAdjacency(m)) throw vcg::MissingComponentException("VFAdjacency");
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if(!HasPerVertexQuality(m)) throw vcg::MissingComponentException("VertexQuality");
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assert(!seedVec.empty());
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TempDataType TD(m.vert, std::numeric_limits<ScalarType>::max());
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typename std::vector <VertDist >::iterator ifr;
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for(ifr = seedVec.begin(); ifr != seedVec.end(); ++ifr){
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(*ifr).d = 0.0;
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TD[(*ifr).v].d = 0.0;
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TD[(*ifr).v].source = (*ifr).v;
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TD[(*ifr).v].parent = (*ifr).v;
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frontier.push_back(VertDist((*ifr).v,0.0));
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}
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// initialize Heap
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make_heap(frontier.begin(),frontier.end(),pred());
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ScalarType curr_d,d_curr = 0.0,d_heap;
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ScalarType max_distance=0.0;
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while(!frontier.empty() && max_distance < distance_threshold)
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{
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pop_heap(frontier.begin(),frontier.end(),pred());
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VertexPointer curr = (frontier.back()).v;
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if (InInterval!=NULL) InInterval->push_back(curr);
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if(vertSource!=NULL) (*vertSource)[curr] = TD[curr].source;
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if(vertParent!=NULL) (*vertParent)[curr] = TD[curr].parent;
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d_heap = (frontier.back()).d;
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frontier.pop_back();
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assert(TD[curr].d <= d_heap);
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if(TD[curr].d < d_heap ) // a vertex whose distance has been improved after it was inserted in the queue
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continue;
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assert(TD[curr].d == d_heap);
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d_curr = TD[curr].d;
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// bool isLeaf = (!farthestOnBorder || curr->IsB());
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face::VFIterator<FaceType> x;int k;
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for( x.f = curr->VFp(), x.z = curr->VFi(); x.f!=0; ++x )
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for(k=0;k<2;++k)
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{
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if(k==0) {
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pw = x.f->V1(x.z);
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pw1=x.f->V2(x.z);
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}
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else {
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pw = x.f->V2(x.z);
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pw1=x.f->V1(x.z);
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}
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const ScalarType & d_pw1 = TD[pw1].d;
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{
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const ScalarType inter = distFunc(curr,pw1);//(curr->P() - pw1->P()).Norm();
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const ScalarType tol = (inter + d_curr + d_pw1)*.0001f;
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if ( (TD[pw1].source != TD[curr].source)||// not the same source
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(inter + d_curr < d_pw1 +tol ) ||
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(inter + d_pw1 < d_curr +tol ) ||
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(d_curr + d_pw1 < inter +tol ) // triangular inequality
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)
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curr_d = d_curr + distFunc(pw,curr);//(pw->P()-curr->P()).Norm();
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else
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curr_d = Distance(distFunc,pw,pw1,curr,d_pw1,d_curr);
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}
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if(TD[pw].d > curr_d){
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TD[pw].d = curr_d;
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TD[pw].source = TD[curr].source;
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TD[pw].parent = curr;
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frontier.push_back(VertDist(pw,curr_d));
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push_heap(frontier.begin(),frontier.end(),pred());
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}
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// if(isLeaf){
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if(d_curr > max_distance){
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max_distance = d_curr;
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farthest = curr;
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}
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// }
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}
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}// end while
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// Copy found distance onto the Quality (\todo parametric!)
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if (InInterval==NULL)
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{
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for(VertexIterator vi = m.vert.begin(); vi != m.vert.end(); ++vi) if(!(*vi).IsD())
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(*vi).Q() = TD[&(*vi)].d;
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}
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else
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{
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assert(InInterval->size()>0);
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for(size_t i=0;i<InInterval->size();i++)
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(*InInterval)[i]->Q() = TD[(*InInterval)[i]].d;
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}
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return farthest;
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}
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public:
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/*! \brief Given a set of source vertices compute the approximate geodesic distance to all the other vertices
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\param m the mesh
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\param seedVec a vector of Vertex pointers with the \em sources of the flood fill
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\param maxDistanceThr max distance that we travel on the mesh starting from the sources
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\param withinDistanceVec a pointer to a vector for storing the vertexes reached within the passed maxDistanceThr
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\param sourceSeed pointer to the handle to keep for each vertex its seed
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\param parentSeed pointer to the handle to keep for each vertex its parent in the closest tree
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Given a mesh and a vector of pointers to seed vertices, this function compute the approximated geodesic
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distance from the given sources to all the mesh vertices within the given maximum distance threshold.
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The computed distance is stored in the vertex::Quality component.
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Optionally for each vertex it can store, in a passed attribute, the corresponding seed vertex
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(e.g. the vertex of the source set closest to him) and the 'parent' in a tree forest that connects each vertex to the closest source.
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To allocate the attributes:
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\code
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typename MeshType::template PerVertexAttributeHandle<VertexPointer> sourcesHandle;
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sourcesHandle = tri::Allocator<CMeshO>::AddPerVertexAttribute<MeshType::VertexPointer> (m,"sources");
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typename MeshType::template PerVertexAttributeHandle<VertexPointer> parentHandle;
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parentHandle = tri::Allocator<CMeshO>::AddPerVertexAttribute<MeshType::VertexPointer> (m,"parent");
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\endcode
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It requires VF adjacency relation (e.g. vertex::VFAdj and face::VFAdj components)
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It requires per vertex Quality (e.g. vertex::Quality component)
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\warning that this function has ALWAYS at least a linear cost (it use additional attributes that have a linear initialization)
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\todo make it O(output) by using incremental mark and persistent attributes.
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*/
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static bool Compute( MeshType & m,
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const std::vector<VertexPointer> & seedVec)
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{
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EuclideanDistance<MeshType> dd;
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return Compute(m,seedVec,dd);
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}
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template <class DistanceFunctor>
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static bool Compute( MeshType & m,
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const std::vector<VertexPointer> & seedVec,
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DistanceFunctor &distFunc,
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ScalarType maxDistanceThr = std::numeric_limits<ScalarType>::max(),
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std::vector<VertexPointer> *withinDistanceVec=NULL,
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typename MeshType::template PerVertexAttributeHandle<VertexPointer> * sourceSeed = NULL,
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typename MeshType::template PerVertexAttributeHandle<VertexPointer> * parentSeed = NULL
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)
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{
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if(seedVec.empty()) return false;
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std::vector<VertDist> vdSeedVec;
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typename std::vector<VertexPointer>::const_iterator fi;
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for( fi = seedVec.begin(); fi != seedVec.end() ; ++fi)
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vdSeedVec.push_back(VertDist(*fi,0.0));
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Visit(m, vdSeedVec, distFunc, maxDistanceThr, sourceSeed, parentSeed, withinDistanceVec);
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return true;
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}
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/* \brief Assigns to each vertex of the mesh its distance to the closest vertex on the boundary
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It is just a simple wrapper of the basic Compute()
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Note: update the field Q() of the vertices
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Note: it needs the border bit set.
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*/
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static bool DistanceFromBorder( MeshType & m, typename MeshType::template PerVertexAttributeHandle<VertexPointer> * sources = NULL)
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{
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std::vector<VertexPointer> fro;
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for(VertexIterator vi = m.vert.begin(); vi != m.vert.end(); ++vi)
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if( (*vi).IsB())
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fro.push_back(&(*vi));
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if(fro.empty()) return false;
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EuclideanDistance<MeshType> dd;
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tri::UpdateQuality<MeshType>::VertexConstant(m,0);
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return Compute(m,fro,dd,std::numeric_limits<ScalarType>::max(),0,sources);
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}
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|
|
|
|
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static bool ConvertPerVertexSeedToPerFaceSeed(MeshType &m, const std::vector<VertexPointer> &vertexSeedVec,
|
|
std::vector<FacePointer> &faceSeedVec)
|
|
{
|
|
tri::RequireVFAdjacency(m);
|
|
tri::RequirePerFaceMark(m);
|
|
|
|
faceSeedVec.clear();
|
|
tri::UnMarkAll(m);
|
|
for(size_t i=0;i<vertexSeedVec.size();++i)
|
|
{
|
|
for(face::VFIterator<FaceType> vfi(vertexSeedVec[i]);!vfi.End();++vfi)
|
|
{
|
|
if(tri::IsMarked(m,vfi.F())) return false;
|
|
faceSeedVec.push_back(vfi.F());
|
|
tri::Mark(m,vfi.F());
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
template <class DistanceFunctor>
|
|
static void PerFaceDijsktraCompute(MeshType &m, const std::vector<FacePointer> &seedVec,
|
|
DistanceFunctor &distFunc,
|
|
ScalarType maxDistanceThr = std::numeric_limits<ScalarType>::max(),
|
|
std::vector<FacePointer> *InInterval=NULL,
|
|
FacePointer FaceTarget=NULL,
|
|
bool avoid_selected=false)
|
|
{
|
|
tri::RequireFFAdjacency(m);
|
|
tri::RequirePerFaceMark(m);
|
|
tri::RequirePerFaceQuality(m);
|
|
|
|
typename MeshType::template PerFaceAttributeHandle<FacePointer> sourceHandle
|
|
= tri::Allocator<MeshType>::template GetPerFaceAttribute<FacePointer> (m,"sources");
|
|
|
|
typename MeshType::template PerFaceAttributeHandle<FacePointer> parentHandle
|
|
= tri::Allocator<MeshType>::template GetPerFaceAttribute<FacePointer> (m,"parent");
|
|
|
|
std::vector<FaceDist> Heap;
|
|
tri::UnMarkAll(m);
|
|
for(size_t i=0;i<seedVec.size();++i)
|
|
{
|
|
tri::Mark(m,seedVec[i]);
|
|
seedVec[i]->Q()=0;
|
|
sourceHandle[seedVec[i]]=seedVec[i];
|
|
parentHandle[seedVec[i]]=seedVec[i];
|
|
Heap.push_back(FaceDist(seedVec[i]));
|
|
if (InInterval!=NULL) InInterval->push_back(seedVec[i]);
|
|
}
|
|
|
|
std::make_heap(Heap.begin(),Heap.end());
|
|
while(!Heap.empty())
|
|
{
|
|
pop_heap(Heap.begin(),Heap.end());
|
|
FacePointer curr = (Heap.back()).f;
|
|
if ((FaceTarget!=NULL)&&(curr==FaceTarget))return;
|
|
Heap.pop_back();
|
|
|
|
for(int i=0;i<3;++i)
|
|
{
|
|
if(!face::IsBorder(*curr,i) )
|
|
{
|
|
FacePointer nextF = curr->FFp(i);
|
|
ScalarType nextDist = curr->Q() + distFunc(curr,nextF);
|
|
if( (nextDist < maxDistanceThr) &&
|
|
(!tri::IsMarked(m,nextF) || nextDist < nextF->Q()) )
|
|
{
|
|
nextF->Q() = nextDist;
|
|
if ((avoid_selected)&&(nextF->IsS()))continue;
|
|
tri::Mark(m,nextF);
|
|
Heap.push_back(FaceDist(nextF));
|
|
push_heap(Heap.begin(),Heap.end());
|
|
if (InInterval!=NULL) InInterval->push_back(nextF);
|
|
sourceHandle[nextF] = sourceHandle[curr];
|
|
parentHandle[nextF] = curr;
|
|
// printf("Heapsize %i nextDist = %f curr face %i next face %i \n",Heap.size(), nextDist, tri::Index(m,curr), tri::Index(m,nextF));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
template <class DistanceFunctor>
|
|
static void PerVertexDijsktraCompute(MeshType &m, const std::vector<VertexPointer> &seedVec,
|
|
DistanceFunctor &distFunc,
|
|
ScalarType maxDistanceThr = std::numeric_limits<ScalarType>::max(),
|
|
std::vector<VertexPointer> *InInterval=NULL,bool avoid_selected=false,
|
|
VertexPointer target=NULL)
|
|
{
|
|
tri::RequireVFAdjacency(m);
|
|
tri::RequirePerVertexMark(m);
|
|
tri::RequirePerVertexQuality(m);
|
|
|
|
typename MeshType::template PerVertexAttributeHandle<VertexPointer> sourceHandle
|
|
= tri::Allocator<MeshType>::template GetPerVertexAttribute<VertexPointer> (m,"sources");
|
|
|
|
typename MeshType::template PerVertexAttributeHandle<VertexPointer> parentHandle
|
|
= tri::Allocator<MeshType>::template GetPerVertexAttribute<VertexPointer> (m,"parent");
|
|
|
|
std::vector<DIJKDist> Heap;
|
|
tri::UnMarkAll(m);
|
|
|
|
for(size_t i=0;i<seedVec.size();++i)
|
|
{
|
|
assert(!tri::IsMarked(m,seedVec[i]));
|
|
tri::Mark(m,seedVec[i]);
|
|
seedVec[i]->Q()=0;
|
|
sourceHandle[seedVec[i]]=seedVec[i];
|
|
parentHandle[seedVec[i]]=seedVec[i];
|
|
Heap.push_back(DIJKDist(seedVec[i]));
|
|
if (InInterval!=NULL) InInterval->push_back(seedVec[i]);
|
|
}
|
|
|
|
std::make_heap(Heap.begin(),Heap.end());
|
|
while(!Heap.empty())
|
|
{
|
|
pop_heap(Heap.begin(),Heap.end());
|
|
VertexPointer curr = (Heap.back()).v;
|
|
if ((target!=NULL)&&(target==curr))return;
|
|
Heap.pop_back();
|
|
std::vector<VertexPointer> vertVec;
|
|
face::VVStarVF<FaceType>(curr,vertVec);
|
|
for(size_t i=0;i<vertVec.size();++i)
|
|
{
|
|
VertexPointer nextV = vertVec[i];
|
|
if ((avoid_selected)&&(nextV->IsS()))continue;
|
|
ScalarType nextDist = curr->Q() + distFunc(curr,nextV);
|
|
if( (nextDist < maxDistanceThr) &&
|
|
(!tri::IsMarked(m,nextV) || nextDist < nextV->Q()) )
|
|
{
|
|
nextV->Q() = nextDist;
|
|
tri::Mark(m,nextV);
|
|
Heap.push_back(DIJKDist(nextV));
|
|
push_heap(Heap.begin(),Heap.end());
|
|
if (InInterval!=NULL) InInterval->push_back(nextV);
|
|
sourceHandle[nextV] = sourceHandle[curr];
|
|
parentHandle[nextV] = curr;
|
|
// printf("Heapsize %i nextDist = %f curr vert %i next vert %i \n",Heap.size(), nextDist, tri::Index(m,curr), tri::Index(m,nextV));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
};// end class
|
|
}// end namespace tri
|
|
}// end namespace vcg
|
|
#endif
|