130 lines
5.3 KiB
C++
130 lines
5.3 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) 2004-2016 \/)\/ *
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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 __VCG_CREASE_CUT
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#define __VCG_CREASE_CUT
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#include<vcg/simplex/face/jumping_pos.h>
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#include<vcg/complex/algorithms/update/normal.h>
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namespace vcg {
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namespace tri {
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/** \brief Open a mesh cutting all the edges where the two faces make an angle *larger* than the indicated threshold
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*/
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template<class MESH_TYPE>
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void CreaseCut(MESH_TYPE &m, float angleRad)
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{
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tri::UpdateFlags<MESH_TYPE>::FaceFauxSignedCrease(m, -angleRad, angleRad);
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CutMeshAlongNonFauxEdges(m);
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}
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/**
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* \brief Open a mesh along non-faux edges
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*
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* Duplicate exisiting vertices so that non-faux edges become boundary edges.
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* It assume FF topology and manifoldness.
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* The idea is that we scan faces around each vertex duplicating it each time we encounter a marked edge.
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*
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*/
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template<class MESH_TYPE>
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void CutMeshAlongNonFauxEdges(MESH_TYPE &m)
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{
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typedef typename MESH_TYPE::FaceIterator FaceIterator;
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typedef typename MESH_TYPE::FaceType FaceType;
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tri::Allocator<MESH_TYPE>::CompactVertexVector(m);
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tri::Allocator<MESH_TYPE>::CompactFaceVector(m);
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tri::RequireFFAdjacency(m);
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tri::UpdateFlags<MESH_TYPE>::VertexClearV(m);
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std::vector<int> indVec(m.fn*3,-1);
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int newVertexCounter=m.vn;
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int startVn=m.vn;
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for(FaceIterator fi=m.face.begin();fi!=m.face.end();++fi)
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{
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for(int j=0;j<3;++j)
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if(!(*fi).V(j)->IsV() ) // foreach unvisited vertex we loop around it searching for creases.
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{
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(*fi).V(j)->SetV();
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face::JumpingPos<FaceType> iPos(&*fi,j,(*fi).V(j));
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size_t vertInd = Index(m, iPos.V());
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bool isBorderVertex = iPos.FindBorder(); // for border vertex we start from the border.
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face::JumpingPos<FaceType> startPos=iPos;
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if(!isBorderVertex) // for internal vertex we search the first crease and start from it
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{
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do {
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bool creaseFlag = !iPos.IsFaux();
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iPos.NextFE();
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if(creaseFlag) break;
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} while (startPos!=iPos);
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startPos=iPos; // the found crease become the new starting pos.
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}
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int locCreaseCounter=0;
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int curVertexCounter =vertInd;
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do { // The real Loop
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size_t faceInd = Index(m,iPos.F());
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indVec[faceInd*3+ iPos.VInd()] = curVertexCounter;
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if(!iPos.IsFaux())
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{ //qDebug(" Crease FOUND");
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++locCreaseCounter;
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curVertexCounter=newVertexCounter;
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newVertexCounter++;
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}
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iPos.NextFE();
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} while (startPos!=iPos);
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if(locCreaseCounter>0 && (!isBorderVertex) ) newVertexCounter--;
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//printf("For vertex %i found %i creases\n",vertInd,locCreaseCounter);
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}
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} // end foreach face/vert
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// Now the indVec vector contains for each the new index of each vertex (duplicated as necessary)
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// We do a second loop to copy split vertexes into new positions
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tri::Allocator<MESH_TYPE>::AddVertices(m,newVertexCounter-m.vn);
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tri::UpdateFlags<MESH_TYPE>::VertexClearV(m);
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for(FaceIterator fi=m.face.begin();fi!=m.face.end();++fi)
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for(int j=0;j<3;++j)
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{
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size_t faceInd = Index(m, *fi);
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size_t vertInd = Index(m, (*fi).V(j));
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int curVertexInd = indVec[faceInd*3+ j];
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assert(curVertexInd != -1);
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assert(curVertexInd < m.vn);
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if(curVertexInd < startVn) assert(size_t(curVertexInd) == vertInd);
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if(curVertexInd >= startVn)
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{
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m.vert[curVertexInd].ImportData(*((*fi).V(j)));
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(*fi).V(j) = & m.vert[curVertexInd];
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}
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}
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}
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} // end namespace tri
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} // end namespace vcg
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#endif
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