118 lines
6.0 KiB
C++
118 lines
6.0 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) 2004-2012 \/)\/ *
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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/complex/complex.h>
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#include<wrap/io_trimesh/import.h>
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#include<wrap/io_trimesh/export.h>
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#include<vcg/complex/algorithms/cut_tree.h>
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#include<vcg/complex/algorithms/curve_on_manifold.h>
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#include<vcg/complex/algorithms/crease_cut.h>
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using namespace vcg;
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class MyEdge;
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class MyFace;
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class MyVertex;
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struct MyUsedTypes : public UsedTypes<Use<MyVertex>::AsVertexType, Use<MyEdge>::AsEdgeType, Use<MyFace>::AsFaceType>{};
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class MyVertex : public Vertex< MyUsedTypes, vertex::Coord3f, vertex::Normal3f, vertex::Qualityf, vertex::Color4b, vertex::VEAdj, vertex::VFAdj,vertex::BitFlags >{};
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class MyEdge : public Edge< MyUsedTypes, edge::VertexRef, edge::VEAdj, edge::EEAdj, edge::BitFlags> {};
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class MyFace : public Face < MyUsedTypes, face::VertexRef, face::Normal3f, face::Qualityf, face::Color4b, face::VFAdj, face::FFAdj, face::Mark, face::Color4b, face::BitFlags > {};
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class MyMesh : public tri::TriMesh< std::vector<MyVertex>, std::vector<MyEdge>, std::vector<MyFace> >{};
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/**
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* In this sample we take a torus we compute a poly line on it that open it into a disk and we open it.
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* Then using the COM (Curve On Manifold) framework we smooth this polyline keeping
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* it on the surface of the torus and then first we refine the torus surface with this
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* smooth polyline and then we open it along these new edges.
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*
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* Optionally you can use your own mesh and polyline by passing them as parameters.
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*/
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int main(int argc,char ** argv )
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{
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MyMesh base, basecopy, poly;
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int ret0=0, ret1=0;
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if(argc>1) ret0 = tri::io::Importer<MyMesh>::Open(base,argv[1]);
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if(base.FN() == 0) Torus(base,10,4,48,24);
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if(argc>2) ret1 = tri::io::Importer<MyMesh>::Open(poly,argv[2]);
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tri::UpdateBounding<MyMesh>::Box(base);
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printf( "Mesh %s has %i vert and %i faces\n", argv[1], base.VN(), base.FN() );
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printf( "Poly %s has %i vert and %i edges\n", argv[2], poly.VN(), poly.EN() );
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if(poly.EN() == 0) {
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srand(time(nullptr));
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tri::CutTree<MyMesh> ct(base);
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ct.Build(poly,rand()%base.fn);
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}
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tri::io::ExporterPLY<MyMesh>::Save(poly,"0_cut_tree.ply",tri::io::Mask::IOM_EDGEINDEX);
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tri::CoM<MyMesh> cc(base);
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cc.Init();
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bool ret = cc.TagFaceEdgeSelWithPolyLine(poly);
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if(ret)
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{
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tri::Append<MyMesh,MyMesh>::MeshCopy(basecopy,base);
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tri::UpdateTopology<MyMesh>::FaceFace(basecopy);
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tri::CutMeshAlongSelectedFaceEdges<MyMesh>(basecopy);
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tri::io::ExporterPLY<MyMesh>::Save(basecopy,"base_cut_with_tree.ply");
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}
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// Selected vertices are 'locked' during the smoothing.
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cc.SelectBoundaryVertex(poly);
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// cc.SelectUniformlyDistributed(poly,10); // lock some vertices uniformly just for fun
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// Two smoothing runs,
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// the first that allows fast movement over the surface (long edges that can skim surface details)
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cc.par.surfDistThr = base.bbox.Diag()/100.0f;
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cc.par.maxSimpEdgeLen = base.bbox.Diag()/50.0f;
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cc.par.minRefEdgeLen = base.bbox.Diag()/100.0f;
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cc.SmoothProject(poly,30,0.7f,.3f);
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tri::io::ExporterPLY<MyMesh>::Save(poly,"1_poly_smooth.ply",tri::io::Mask::IOM_EDGEINDEX+tri::io::Mask::IOM_VERTCOLOR+tri::io::Mask::IOM_VERTQUALITY);
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// The second smooting run more accurate to adapt to the surface
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cc.par.surfDistThr = base.bbox.Diag()/1000.0f;
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cc.par.maxSimpEdgeLen = base.bbox.Diag()/1000.0f;
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cc.par.minRefEdgeLen = base.bbox.Diag()/2000.0f;
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cc.SmoothProject(poly,10,0.01f,.99f);
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tri::io::ExporterPLY<MyMesh>::Save(poly,"2_poly_smooth.ply",tri::io::Mask::IOM_EDGEINDEX+tri::io::Mask::IOM_VERTCOLOR+tri::io::Mask::IOM_VERTQUALITY);
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Distribution<float> dist;
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cc.EvaluateHausdorffDistance(poly, dist );
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// Adapt the polyline to the mesh (in the end it will have vertices only on edges and vertices of the base mesh)
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cc.RefineCurveByBaseMesh(poly);
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tri::io::ExporterPLY<MyMesh>::Save(poly,"3_poly_refined.ply",tri::io::Mask::IOM_EDGEINDEX+tri::io::Mask::IOM_VERTCOLOR+tri::io::Mask::IOM_VERTQUALITY);
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// Safely split the mesh with this refined polyline
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cc.SplitMeshWithPolyline(poly);
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tri::io::ExporterPLY<MyMesh>::Save(base,"3_mesh_refined.ply",tri::io::Mask::IOM_VERTCOLOR+tri::io::Mask::IOM_VERTQUALITY);
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// Now the two meshes should have coincident edges
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cc.TagFaceEdgeSelWithPolyLine(poly);
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CutMeshAlongSelectedFaceEdges(base);
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tri::io::ExporterPLY<MyMesh>::Save(base,"4_mesh_cut.ply",tri::io::Mask::IOM_VERTCOLOR+tri::io::Mask::IOM_VERTQUALITY);
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return 0;
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}
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