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