376 lines
13 KiB
C++
376 lines
13 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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#ifndef __VCG_TRI_UPDATE_QUALITY
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#define __VCG_TRI_UPDATE_QUALITY
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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/flag.h>
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#include <vcg/complex/algorithms/stat.h>
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namespace vcg {
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namespace tri {
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/// \ingroup trimesh
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/// \headerfile quality.h vcg/complex/algorithms/update/quality.h
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/// \brief Generation of per-vertex and per-face qualities.
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/**
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It works according to various strategy, like geodesic distance from the border (UpdateQuality::VertexGeodesicFromBorder) or curvature ecc.
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This class is templated over the mesh and (like all other Update* classes) has only static members; Typical usage:
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\code
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MyMeshType m;
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UpdateQuality<MyMeshType>::VertexGeodesicFromBorder(m);
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\endcode
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*/
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template <class UpdateMeshType>
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class UpdateQuality
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{
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public:
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typedef UpdateMeshType MeshType;
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typedef typename MeshType::ScalarType ScalarType;
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typedef typename MeshType::VertexType VertexType;
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typedef typename MeshType::VertexPointer VertexPointer;
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typedef typename MeshType::VertexIterator VertexIterator;
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typedef typename MeshType::FaceType FaceType;
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typedef typename MeshType::FacePointer FacePointer;
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typedef typename MeshType::FaceIterator FaceIterator;
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/** Assign to each vertex of the mesh a constant quality value. Useful for initialization.
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*/
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static void VertexConstant(MeshType &m, float q)
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{
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tri::RequirePerVertexQuality(m);
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for(VertexIterator vi=m.vert.begin();vi!=m.vert.end();++vi) if(!(*vi).IsD())
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(*vi).Q()=q;
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}
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/** Clamp each vertex of the mesh with a range of values.
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*/
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static void VertexClamp(MeshType &m, float qmin, float qmax)
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{
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tri::RequirePerVertexQuality(m);
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for(VertexIterator vi=m.vert.begin();vi!=m.vert.end();++vi) if(!(*vi).IsD())
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(*vi).Q()=std::min(qmax, std::max(qmin,(*vi).Q()));
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}
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/** Normalize the vertex quality so that it fits in the specified range.
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*/
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static void VertexNormalize(MeshType &m, float qmin=0.0, float qmax=1.0)
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{
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tri::RequirePerVertexQuality(m);
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ScalarType deltaRange = qmax-qmin;
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std::pair<ScalarType,ScalarType> minmax = tri::Stat<MeshType>::ComputePerVertexQualityMinMax(m);
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VertexIterator vi;
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for(vi = m.vert.begin(); vi != m.vert.end(); ++vi)
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(*vi).Q() = qmin+deltaRange*((*vi).Q() - minmax.first)/(minmax.second - minmax.first);
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}
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/** Normalize the face quality so that it fits in the specified range.
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*/
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static void FaceNormalize(MeshType &m, float qmin=0.0, float qmax=1.0)
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{
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tri::RequirePerFaceQuality(m);
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ScalarType deltaRange = qmax-qmin;
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std::pair<ScalarType,ScalarType> minmax = tri::Stat<MeshType>::ComputePerFaceQualityMinMax(m);
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for(FaceIterator fi = m.face.begin(); fi != m.face.end(); ++fi)
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(*fi).Q() = qmin+deltaRange*((*fi).Q() - minmax.first)/(minmax.second - minmax.first);
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}
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/** Assign to each face of the mesh a constant quality value. Useful for initialization.
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*/
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static void FaceConstant(MeshType &m, float q)
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{
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tri::RequirePerFaceQuality(m);
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for(FaceIterator fi=m.face.begin();fi!=m.face.end();++fi)
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(*fi).Q()=q;
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}
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/** Assign to each face of the mesh its area.
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*/
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static void FaceArea(MeshType &m)
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{
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tri::RequirePerFaceQuality(m);
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for(FaceIterator fi=m.face.begin();fi!=m.face.end();++fi)
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(*fi).Q()=vcg::DoubleArea(*fi)/ScalarType(2.0);
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}
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static void VertexFromFace( MeshType &m, bool areaWeighted=true)
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{
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tri::RequirePerFaceQuality(m);
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tri::RequirePerVertexQuality(m);
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SimpleTempData<typename MeshType::VertContainer, ScalarType> TQ(m.vert,0);
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SimpleTempData<typename MeshType::VertContainer, ScalarType> TCnt(m.vert,0);
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for(FaceIterator fi=m.face.begin();fi!=m.face.end();++fi)
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if(!(*fi).IsD())
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{
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ScalarType weight=1.0;
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if(areaWeighted) weight = vcg::DoubleArea(*fi);
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for(int j=0;j<3;++j)
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{
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TQ[(*fi).V(j)]+=(*fi).Q()*weight;
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TCnt[(*fi).V(j)]+=weight;
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}
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}
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for(VertexIterator vi=m.vert.begin();vi!=m.vert.end();++vi)
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if(!(*vi).IsD() && TCnt[*vi]>0 )
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{
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(*vi).Q() = TQ[*vi] / TCnt[*vi];
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}
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}
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static void FaceFromVertex( MeshType &m)
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{
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tri::RequirePerFaceQuality(m);
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tri::RequirePerVertexQuality(m);
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for(FaceIterator fi=m.face.begin();fi!=m.face.end();++fi) if(!(*fi).IsD())
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{
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(*fi).Q() = ((*fi).V(0)->Q()+(*fi).V(1)->Q()+(*fi).V(2)->Q())/3.0f;
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}
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}
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static void VertexFromPlane(MeshType &m, const Plane3<ScalarType> &pl)
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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() =SignedDistancePlanePoint(pl,(*vi).cP());
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}
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static void VertexFromGaussianCurvatureHG(MeshType &m)
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{
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tri::RequirePerVertexQuality(m);
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tri::RequirePerVertexCurvature(m);
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for(VertexIterator vi=m.vert.begin();vi!=m.vert.end();++vi) if(!(*vi).IsD())
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(*vi).Q() = (*vi).Kg();
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}
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static void VertexFromMeanCurvatureHG(MeshType &m)
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{
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tri::RequirePerVertexQuality(m);
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tri::RequirePerVertexCurvature(m);
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for(VertexIterator vi=m.vert.begin();vi!=m.vert.end();++vi) if(!(*vi).IsD())
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(*vi).Q() = (*vi).Kh();
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}
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static void VertexFromGaussianCurvatureDir(MeshType &m)
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{
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tri::RequirePerVertexQuality(m);
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tri::RequirePerVertexCurvatureDir(m);
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for(VertexIterator vi=m.vert.begin();vi!=m.vert.end();++vi) if(!(*vi).IsD())
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(*vi).Q() = (*vi).K1()*(*vi).K2();
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}
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static void VertexFromMeanCurvatureDir(MeshType &m)
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{
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tri::RequirePerVertexQuality(m);
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tri::RequirePerVertexCurvatureDir(m);
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for(VertexIterator vi=m.vert.begin();vi!=m.vert.end();++vi) if(!(*vi).IsD())
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(*vi).Q() = ((*vi).K1()+(*vi).K2())/2.0f;
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}
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/*
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* Absolute Curvature
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*
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* 2|H| if K >= 0
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* |k1| + |k2| = <
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* 2 * sqrt(|H|^2-K) otherwise
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*
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* defs and formulas taken from
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*
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* Improved curvature estimation for watershed segmentation of 3-dimensional meshes
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* S Pulla, A Razdan, G Farin - Arizona State University, Tech. Rep, 2001
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* and from
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* Optimizing 3D triangulations using discrete curvature analysis
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* N Dyn, K Hormann, SJ Kim, D Levin - Mathematical Methods for Curves and Surfaces: Oslo, 2000
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*/
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static void VertexFromAbsoluteCurvature(MeshType &m)
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{
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VertexIterator vi;
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for(vi=m.vert.begin();vi!=m.vert.end();++vi) if(!(*vi).IsD())
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{
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if((*vi).Kg() >= 0)
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(*vi).Q() = math::Abs( 2*(*vi).Kh() );
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else
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(*vi).Q() = 2*math::Sqrt(math::Abs( (*vi).Kh()*(*vi).Kh() - (*vi).Kg()));
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}
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}
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/*
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* RMS Curvature = sqrt(4H^2-2K)
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* def and formula taken from
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*
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* Improved curvature estimation for watershed segmentation of 3-dimensional meshes
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* S Pulla, A Razdan, G Farin - Arizona State University, Tech. Rep, 2001
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*/
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static void VertexFromRMSCurvature(MeshType &m)
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{
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VertexIterator vi;
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for(vi=m.vert.begin();vi!=m.vert.end();++vi) if(!(*vi).IsD())
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(*vi).Q() = math::Sqrt(math::Abs( 4*(*vi).Kh()*(*vi).Kh() - 2*(*vi).Kg()));
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}
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/*
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Saturate the Face quality so that for each vertex the gradient of the quality is lower than the given threshold value (in absolute value)
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The saturation is done in a conservative way (quality is always decreased and never increased)
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Note: requires FF adjacency.
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*/
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static void FaceSaturate(MeshType &m, ScalarType gradientThr=1.0)
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{
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typedef typename MeshType::CoordType CoordType;
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UpdateFlags<MeshType>::FaceClearV(m);
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std::stack<FacePointer> st;
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st.push(&*m.face.begin());
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while(!st.empty())
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{
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FacePointer fc = st.top(); // the center
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//printf("Stack size %i\n",st.size());
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//printf("Pop elem %i %f\n",st.top() - &*m.vert.begin(), st.top()->Q());
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st.pop();
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fc->SetV();
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std::vector<FacePointer> star;
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typename std::vector<FacePointer>::iterator ffi;
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for (int i=0;i<3;i++)
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{
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FacePointer fnext=fc->FFp(i);
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if (fnext!=fc)star.push_back(fnext);
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}
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CoordType bary0=(fc->P(0)+fc->P(1)+fc->P(2))/3;
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for(ffi=star.begin();ffi!=star.end();++ffi )
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{
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assert(fc!=(*ffi));
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float &qi = (*ffi)->Q();
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CoordType bary1=((*ffi)->P(0)+(*ffi)->P(1)+(*ffi)->P(2))/3;
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float distGeom = Distance(bary0,bary1) / gradientThr;
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// Main test if the quality varies more than the geometric displacement we have to lower something.
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if( distGeom < fabs(qi - fc->Q()))
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{
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// center = 0 other=10 -> other =
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// center = 10 other=0
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if(fc->Q() > qi) // first case: the center of the star has to be lowered (and re-inserted in the queue).
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{
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//printf("Reinserting center %i \n",vc - &*m.vert.begin());
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fc->Q() = qi+distGeom-(ScalarType)0.00001;
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assert( distGeom > fabs(qi - fc->Q()));
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st.push(fc);
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break;
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}
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else
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{
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// second case: you have to lower qi, the vertex under examination.
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assert( distGeom < fabs(qi - fc->Q()));
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assert(fc->Q() < qi);
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float newQi = fc->Q() + distGeom -(ScalarType)0.00001;
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assert(newQi <= qi);
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assert(fc->Q() < newQi);
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assert( distGeom > fabs(newQi - fc->Q()) );
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// printf("distGeom %f, qi %f, vc->Q() %f, fabs(qi - vc->Q()) %f\n",distGeom,qi,vc->Q(),fabs(qi - vc->Q()));
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qi = newQi;
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(*ffi)->ClearV();
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}
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}
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if(!(*ffi)->IsV())
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{
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st.push( *ffi);
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// printf("Reinserting side %i \n",*vvi - &*m.vert.begin());
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(*ffi)->SetV();
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}
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}
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}
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}
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/*
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Saturate the vertex quality so that for each vertex the gradient of the quality is lower than the given threshold value (in absolute value)
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The saturation is done in a conservative way (quality is always decreased and never increased)
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Note: requires VF adjacency.
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*/
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static void VertexSaturate(MeshType &m, ScalarType gradientThr=1.0)
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{
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UpdateFlags<MeshType>::VertexClearV(m);
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std::stack<VertexPointer> st;
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st.push(&*m.vert.begin());
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while(!st.empty())
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{
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VertexPointer vc = st.top(); // the center
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//printf("Stack size %i\n",st.size());
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//printf("Pop elem %i %f\n",st.top() - &*m.vert.begin(), st.top()->Q());
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st.pop();
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vc->SetV();
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std::vector<VertexPointer> star;
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typename std::vector<VertexPointer>::iterator vvi;
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face::VVStarVF<FaceType>(vc,star);
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for(vvi=star.begin();vvi!=star.end();++vvi )
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{
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float &qi = (*vvi)->Q();
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float distGeom = Distance((*vvi)->cP(),vc->cP()) / gradientThr;
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// Main test if the quality varies more than the geometric displacement we have to lower something.
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if( distGeom < fabs(qi - vc->Q()))
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{
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// center = 0 other=10 -> other =
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// center = 10 other=0
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if(vc->Q() > qi) // first case: the center of the star has to be lowered (and re-inserted in the queue).
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{
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//printf("Reinserting center %i \n",vc - &*m.vert.begin());
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vc->Q() = qi+distGeom-(ScalarType)0.00001;
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assert( distGeom > fabs(qi - vc->Q()));
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st.push(vc);
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break;
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}
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else
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{
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// second case: you have to lower qi, the vertex under examination.
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assert( distGeom < fabs(qi - vc->Q()));
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assert(vc->Q() < qi);
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float newQi = vc->Q() + distGeom -(ScalarType)0.00001;
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assert(newQi <= qi);
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assert(vc->Q() < newQi);
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assert( distGeom > fabs(newQi - vc->Q()) );
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// printf("distGeom %f, qi %f, vc->Q() %f, fabs(qi - vc->Q()) %f\n",distGeom,qi,vc->Q(),fabs(qi - vc->Q()));
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qi = newQi;
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(*vvi)->ClearV();
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}
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}
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if(!(*vvi)->IsV())
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{
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st.push( *vvi);
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// printf("Reinserting side %i \n",*vvi - &*m.vert.begin());
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(*vvi)->SetV();
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}
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}
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}
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}
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}; //end class
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} // end namespace
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} // end namespace
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#endif
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