vcglib/vcg/complex/algorithms/bitquad_optimization.h

405 lines
10 KiB
C++

#ifndef _BITQUAD_OPTIMIZATION
#define _BITQUAD_OPTIMIZATION
namespace vcg{namespace tri{
template <class BQ>
class BitQuadOptimization{
typedef typename BQ::MeshType MeshType;
typedef typename BQ::Pos Pos;
typedef typename MeshType::ScalarType ScalarType;
typedef typename MeshType::CoordType CoordType;
typedef typename MeshType::FaceType FaceType;
typedef typename MeshType::FaceType* FaceTypeP;
typedef typename MeshType::VertexType VertexType;
typedef typename MeshType::FaceIterator FaceIterator;
typedef typename MeshType::VertexIterator VertexIterator;
//typedef BitQuad<MeshType> BQ; // static class to make basic quad operatins
public:
// helper function: mark a quadface, setting Q at 0, and neight at .75, 0.5...
static void MarkFace(FaceType* f, MeshType &m){
for (FaceIterator fi = m.face.begin(); fi!=m.face.end(); fi++) if (!fi->IsD()) {
fi->Q() = 1;
}
for (int i=0; i<3; i++) {
for (int j=0; j<3; j++) f->FFp(i)->FFp(j)->Q() = 0.75;
}
for (int i=0; i<3; i++) {
f->FFp(i)->Q() = 0.50;
}
f->Q() = 0;
}
// helper function: mark a quadface, setting Q at 0, and neight at .75, 0.5...
static void MarkVertex(FaceType* f, int wedge, MeshType &m){
VertexType *v = f->V(wedge);
for (FaceIterator fi = m.face.begin(); fi!=m.face.end(); fi++) if (!fi->IsD()) {
if (fi->V0(0)==v || fi->V1(0)==v ||fi->V2(0)==v ) fi->Q() = 0;
// else fi->Q() = 1;
}
}
static bool MarkSmallestEdge(MeshType &m, bool perform)
{
ScalarType min = std::numeric_limits<ScalarType>::max();
FaceType *fa=NULL; int w=0;
for (FaceIterator fi = m.face.begin(); fi!=m.face.end(); fi++) if (!fi->IsD())
for (int k=0; k<3; k++) {
FaceType *f=&*fi;
if (f->IsF(k)) continue;
if (f->FFp(k) == f ) continue; // skip borders
ScalarType score;
score = (f->P0(k) - f->P1(k)).Norm();
if (score<min) {
min=score;
fa = f;
w = k;
}
}
if (fa) {
if (perform) {
return BQ::CollapseEdge(*fa,w,m);
} else {
fa->Q()=0.0;
fa->FFp(w)->Q()=0.0;
return true;
}
}
return false;
}
static ScalarType Importance(const CoordType &/*p*/){
//return ::proceduralImportance(p);
return 1;
}
// returns: 0 if fail. 1 if edge. 2 if diag.
static int MarkSmallestEdgeOrDiag(MeshType &m, ScalarType edgeMult, bool perform, Pos* affected=NULL)
{
ScalarType min = std::numeric_limits<ScalarType>::max();
FaceType *fa=NULL; int w=0; bool counterDiag = false;
for (FaceIterator fi = m.face.begin(); fi!=m.face.end(); fi++) if (!fi->IsD())
for (int k=0; k<3; k++) {
FaceType *f=&*fi;
if (f->FFp(k) >= f ) continue; // skip borders (==), and do it one per edge
ScalarType score;
score = (f->P0(k) - f->P1(k)).Norm();
ScalarType imp = Importance( (f->P0(k) + f->P1(k))/2 );
score /= imp;
if (!f->IsF(k)) score*=edgeMult; // edges are supposed to be smaller!
if (score<min) {
min=score;
fa = f;
w = k;
counterDiag=false;
}
if (f->IsF(k)) { // for diag faces, test counterdiag too
score = BQ::CounterDiag(f).Norm();
score /= imp;
if (score<min) {
min=score;
fa = f;
w = k;
counterDiag=true;
}
}
}
if (fa) {
if (perform) {
if (fa->IsF(w)) {
if (counterDiag) {
if (BQ::CollapseCounterDiag(*fa, BQ::PosOnDiag(*fa,true), m , affected)) return 2;
} else {
if (BQ::CollapseDiag(*fa, BQ::PosOnDiag(*fa,false), m ,affected)) return 2;
}
} else {
if (BQ::CollapseEdge(*fa,w,m, affected)) return 1;
}
} else {
fa->Q()=0.0;
fa->FFp(w)->Q()=0.0;
if (fa->IsF(w)) return 2; else return 1;
}
}
return 0;
}
static void MarkSmallestDiag(MeshType &m)
{
ScalarType min = std::numeric_limits<ScalarType>::max();
FaceType *fa=NULL;
for (FaceIterator fi = m.face.begin(); fi!=m.face.end(); fi++) if (!fi->IsD()) {
FaceType *f=&*fi;
ScalarType score;
score = BQ::Diag(f).Norm();
if (score<min) {
min=score;
fa = f;
}
score = BQ::CounterDiag(f).Norm();
if (score<min) {
min=score;
fa = f;
}
}
if (fa) {
fa->Q()=0.0;
fa->FFp(BQ::FauxIndex(fa))->Q()=0.0;
}
}
static bool IdentifyAndCollapseSmallestDiag(MeshType &m){
ScalarType min = std::numeric_limits<ScalarType>::max();
FaceType *fa=NULL; bool flip;
for (FaceIterator fi = m.face.begin(); fi!=m.face.end(); fi++) if (!fi->IsD()) {
FaceType *f=&*fi;
ScalarType score;
score = BQ::Diag(f).Norm();
if (score<min) {
min=score;
fa = f;
flip = false;
}
score = BQ::CounterDiag(f).Norm();
if (score<min) {
min=score;
fa = f;
flip = true;
}
}
if (!fa) return false;
if (BQ::TestAndRemoveDoublet(*fa,0,m)) { return true; }
if (BQ::TestAndRemoveDoublet(*fa,1,m)) { return true; }
if (BQ::TestAndRemoveDoublet(*fa,2,m)) { return true; }
int k = BQ::FauxIndex(fa);
if (BQ::TestAndRemoveDoublet( *fa->FFp(k),(fa->FFi(k)+2)%3, m )) return true;
if (flip) {
if (!BQ::CheckFlipDiag(*fa) ) {
// I can't collapse (why?)
MarkFace(fa,m);
return false;
} else
BQ::CollapseCounterDiag(*fa, BQ::PosOnDiag(*fa,true), m );
}
else {
BQ::CollapseDiag(*fa, BQ::PosOnDiag(*fa,false), m );
}
return true;
}
/*
seeks and removes all doublets (a pair of quads sharing two consecutive edges)
by merging them into a single quad (thus removing one vertex and two tri faces)-
Returns number of removed Doublets
*/
static int RemoveDoublets(MeshType &m, Pos *p=NULL)
{
int res=0;
for (FaceIterator fi = m.face.begin(); fi!=m.face.end(); fi++) if (!fi->IsD()) {
fi->Q()=1;
for (int k=0; k<3; k++) {
if ( BQ::IsDoublet(*fi,k) ){
res++;
BQ::RemoveDoublet(*fi,k,m,p);
if (fi->IsD()) break; // break wedge circle, if face disappeard
if (p) return res;
}
}
}
return res;
}
/*
marks (Quality=0) and approx. counts profitable vertex rotations
(vertex rotations which make edge shorter
*/
template <bool perform>
static int MarkVertexRotations(MeshType &m, Pos *affected=NULL)
{
int res=0;
for (VertexIterator vi = m.vert.begin(); vi!=m.vert.end(); vi++) if (!vi->IsD()) vi->ClearV();
if (!perform)
for (FaceIterator fi = m.face.begin(); fi!=m.face.end(); fi++) if (!fi->IsD()) fi->Q()=1.0;
for (FaceIterator fi = m.face.begin(); fi!=m.face.end(); fi++) if (!fi->IsD()) {
for (int k=0; k<3; k++) {
if (fi->V(k)->IsV()) continue;
if (BQ::TestVertexRotation(*fi,k)) {
res++;
fi->V(k)->SetV();
if (!perform) {
res++; MarkVertex(&*fi, k, m); //fi->Q()=0;
}
else {
if (BQ::RotateVertex(*fi, k, m, affected)) res++; //fi->Q()=0;
if (affected) return res; // uncomment for only one rotation
}
}
}
}
return res;
}
// mark (and count) all edges that are worth rotating
// if perform == true, actually rotate them
template <bool perform>
static int MarkEdgeRotations(MeshType &m, Pos *p=NULL)
{
int count = 0;
for (FaceIterator fi = m.face.begin(); fi!=m.face.end(); fi++) if (!fi->IsD()) fi->Q()=1;
for (FaceIterator fi = m.face.begin(); fi!=m.face.end(); fi++) if (!fi->IsD()) {
//if (count>0) break;
for (int k=0; k<3; k++) {
if (fi->IsF(k)) continue;
if (fi->FFp(k)<= &*fi) continue; // only once per real (non faux) edge, and only for non border ones
int best = BQ::TestEdgeRotation(*fi, k);
if (perform) {
if (best==+1) if (BQ::template RotateEdge< true>(*fi, k, m, p)) count++;
if (best==-1) if (BQ::template RotateEdge<false>(*fi, k, m, p)) count++;
if (p) if (count>0) return count;
}
else {
if (best!=0) { fi->Q()=0; fi->FFp(k)->Q()=0; count++; }
}
}
}
return count;
}
/*
marks (Quality=0) and approx. counts doublets (a pair of quads sharing two consecutive edges)
*/
static int MarkDoublets(MeshType &m)
{
int res=0;
for (FaceIterator fi = m.face.begin(); fi!=m.face.end(); fi++) if (!fi->IsD()) {
fi->Q()=1;
for (int k=0; k<3; k++) {
if ( BQ::IsDoublet(*fi,k) ){
res++;
if (fi->IsF((k+1)%3)) res++; // counts for a quad
fi->Q()=0;
}
}
}
assert (res%2==0);
return res/4; // return doublet pairs (approx, as a quad could be a part of many pairs)
}
/*
marks (Quality=0) and counts singlets (vertex B in an A-B-A-C quad)
*/
static int MarkSinglets(MeshType &m)
{
int res=0;
for (FaceIterator fi = m.face.begin(); fi!=m.face.end(); fi++) if (!fi->IsD()) {
fi->Q()=1;
for (int k=0; k<3; k++) {
if ( BQ::IsSinglet(*fi,k) ){
res++;
fi->Q()=0;
}
}
}
assert (res%2==0);
return res/2; // return number of singlet pairs
}
/*
deletes singlets, reutrns number of
*/
static int RemoveSinglets(MeshType &m, Pos *p=NULL)
{
int res=0;
for (FaceIterator fi = m.face.begin(); fi!=m.face.end(); fi++) if (!fi->IsD()) {
for (int k=0; k<3; k++) {
if ( BQ::IsSinglet(*fi,k) ){
res++;
BQ::RemoveSinglet(*fi,k,m, p);
if (p) return res;
break;
}
}
}
return res; // return singlet pairs (approx, as a quad could be a part of many pairs)
}
/* returns average quad quality, and assigns it to triangle quality
*/
static ScalarType MeasureQuality(MeshType &m)
{
assert(MeshType::HasPerFaceFlags());
ScalarType res = 0;
int div = 0;
for (FaceIterator fi = m.face.begin(); fi!=m.face.end(); fi++) if (!fi->IsD()) {
if (fi->IsAnyF()) {
ScalarType q = BQ::quadQuality( &*fi, BQ::FauxIndex(&*fi) );
if (MeshType::HasPerFaceQuality()) fi->Q() = q;
res += q;
div++;
}
}
if (!div) return 0; else return res / div;
}
};
}} // end namespace vcg::tri
#endif