408 lines
13 KiB
C++
408 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_NORMALS
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#define __VCG_TRI_UPDATE_NORMALS
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#include <vcg/complex/algorithms/update/flag.h>
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#include <vcg/math/matrix44.h>
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#include <vcg/complex/exception.h>
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namespace vcg {
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namespace tri {
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/// \ingroup trimesh
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/// \headerfile normal.h vcg/complex/algorithms/update/normal.h
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/// \brief Management, updating and computation of per-vertex, per-face, and per-wedge normals.
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/**
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This class is used to compute or to update the normals that can be stored in the various component of a mesh.
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A number of different algorithms for computing per vertex normals are present.
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It must be included \b after complex.h
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*/
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template <class ComputeMeshType>
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class UpdateNormal
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{
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public:
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typedef ComputeMeshType MeshType;
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typedef typename MeshType::VertexType VertexType;
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typedef typename MeshType::CoordType CoordType;
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typedef typename VertexType::NormalType NormalType;
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typedef typename VertexType::ScalarType ScalarType;
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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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/// \brief Set to zero all the PerVertex normals
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/**
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Set to zero all the PerVertex normals. Used by all the face averaging algorithms.
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by default it does not clear the normals of unreferenced vertices because they could be still useful
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*/
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static void PerVertexClear(ComputeMeshType &m, bool ClearAllVertNormal=false)
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{
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if(!HasPerVertexNormal(m)) throw vcg::MissingComponentException("PerVertexNormal");
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if(ClearAllVertNormal)
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UpdateFlags<ComputeMeshType>::VertexClearV(m);
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else
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{
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UpdateFlags<ComputeMeshType>::VertexSetV(m);
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for(FaceIterator f=m.face.begin();f!=m.face.end();++f)
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if( !(*f).IsD() )
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for(int i=0;i<3;++i) (*f).V(i)->ClearV();
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}
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VertexIterator vi;
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for(vi=m.vert.begin();vi!=m.vert.end();++vi)
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if( !(*vi).IsD() && (*vi).IsRW() && (!(*vi).IsV()) )
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(*vi).N() = NormalType((ScalarType)0,(ScalarType)0,(ScalarType)0);
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}
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/// \brief Calculates the vertex normal as the classic area weighted average. It does not need or exploit current face normals.
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/**
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The normal of a vertex v is the classical area-weigthed average of the normals of the faces incident on v.
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*/
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static void PerVertex(ComputeMeshType &m)
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{
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PerVertexClear(m);
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FaceIterator f;
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for(f=m.face.begin();f!=m.face.end();++f)
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if( !(*f).IsD() && (*f).IsR() )
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{
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//typename FaceType::NormalType t = (*f).Normal();
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typename FaceType::NormalType t = vcg::Normal(*f);
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for(int j=0; j<3; ++j)
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if( !(*f).V(j)->IsD() && (*f).V(j)->IsRW() )
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(*f).V(j)->N() += t;
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}
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}
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/// \brief Calculates the vertex normal as an angle weighted average. It does not need or exploit current face normals.
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/**
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The normal of a vertex v computed as a weighted sum f the incident face normals.
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The weight is simlply the angle of the involved wedge. Described in:
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G. Thurmer, C. A. Wuthrich
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"Computing vertex normals from polygonal facets"
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Journal of Graphics Tools, 1998
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*/
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static void PerVertexAngleWeighted(ComputeMeshType &m)
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{
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PerVertexClear(m);
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FaceIterator f;
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for(f=m.face.begin();f!=m.face.end();++f)
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if( !(*f).IsD() && (*f).IsR() )
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{
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typename FaceType::NormalType t = vcg::NormalizedNormal(*f);
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NormalType e0 = ((*f).V1(0)->cP()-(*f).V0(0)->cP()).Normalize();
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NormalType e1 = ((*f).V1(1)->cP()-(*f).V0(1)->cP()).Normalize();
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NormalType e2 = ((*f).V1(2)->cP()-(*f).V0(2)->cP()).Normalize();
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(*f).V(0)->N() += t*AngleN(e0,-e2);
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(*f).V(1)->N() += t*AngleN(-e0,e1);
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(*f).V(2)->N() += t*AngleN(-e1,e2);
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}
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}
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/// \brief Calculates the vertex normal using the Max et al. weighting scheme. It does not need or exploit current face normals.
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/**
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The normal of a vertex v is computed according to the formula described by Nelson Max in
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Max, N., "Weights for Computing Vertex Normals from Facet Normals", Journal of Graphics Tools, 4(2) (1999)
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The weight for each wedge is the cross product of the two edge over the product of the square of the two edge lengths.
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According to the original paper it is perfect only for spherical surface, but it should perform well...
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*/
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static void PerVertexNelsonMaxWeighted(ComputeMeshType &m)
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{
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PerVertexClear(m);
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FaceIterator f;
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for(f=m.face.begin();f!=m.face.end();++f)
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if( !(*f).IsD() && (*f).IsR() )
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{
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typename FaceType::NormalType t = vcg::Normal(*f);
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ScalarType e0 = SquaredDistance((*f).V0(0)->cP(),(*f).V1(0)->cP());
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ScalarType e1 = SquaredDistance((*f).V0(1)->cP(),(*f).V1(1)->cP());
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ScalarType e2 = SquaredDistance((*f).V0(2)->cP(),(*f).V1(2)->cP());
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(*f).V(0)->N() += t/(e0*e2);
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(*f).V(1)->N() += t/(e0*e1);
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(*f).V(2)->N() += t/(e1*e2);
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}
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}
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/// \brief Calculates the face normal
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///
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/// Not normalized. Use PerFaceNormalized() or call NormalizePerVertex() if you need unit length per face normals.
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static void PerFace(ComputeMeshType &m)
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{
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if(!HasPerFaceNormal(m)) throw vcg::MissingComponentException("PerFaceNormal");
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for(FaceIterator f=m.face.begin();f!=m.face.end();++f)
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if( !(*f).IsD() )
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face::ComputeNormal(*f);
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}
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/// \brief Calculates the vertex normal by averaging the current per-face normals.
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/**
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The normal of a vertex v is the average of the un-normalized normals of the faces incident on v.
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*/
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static void PerVertexFromCurrentFaceNormal(ComputeMeshType &m)
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{
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tri::RequirePerVertexNormal(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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if( !(*vi).IsD() && (*vi).IsRW() )
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(*vi).N()=CoordType(0,0,0);
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FaceIterator fi;
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for(fi=m.face.begin();fi!=m.face.end();++fi)
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if( !(*fi).IsD())
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{
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for(int j=0; j<3; ++j)
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if( !(*fi).V(j)->IsD())
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(*fi).V(j)->N() += (*fi).cN();
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}
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}
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/// \brief Calculates the face normal by averaging the current per-vertex normals.
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/**
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The normal of a face f is the average of the normals of the vertices of f.
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*/
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static void PerFaceFromCurrentVertexNormal(ComputeMeshType &m)
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{
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tri::RequirePerVertexNormal(m);
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tri::RequirePerFaceNormal(m);
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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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NormalType n;
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n.SetZero();
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for(int j=0; j<3; ++j)
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n += fi->V(j)->cN();
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n.Normalize();
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fi->N() = n;
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}
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}
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/// \brief Normalize the length of the vertex normals.
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static void NormalizePerVertex(ComputeMeshType &m)
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{
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tri::RequirePerVertexNormal(m);
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for(VertexIterator vi=m.vert.begin();vi!=m.vert.end();++vi)
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if( !(*vi).IsD() && (*vi).IsRW() )
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(*vi).N().Normalize();
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}
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/// \brief Normalize the length of the face normals.
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static void NormalizePerFace(ComputeMeshType &m)
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{
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tri::RequirePerFaceNormal(m);
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for(FaceIterator fi=m.face.begin();fi!=m.face.end();++fi)
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if( !(*fi).IsD() ) (*fi).N().Normalize();
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}
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/// \brief Set the length of the face normals to their area (without recomputing their directions).
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static void NormalizePerFaceByArea(ComputeMeshType &m)
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{
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tri::RequirePerFaceNormal(m);
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FaceIterator fi;
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for(fi=m.face.begin();fi!=m.face.end();++fi)
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if( !(*fi).IsD() )
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{
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(*fi).N().Normalize();
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(*fi).N() = (*fi).N() * DoubleArea(*fi);
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}
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}
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/// \brief Equivalent to PerVertex() and NormalizePerVertex()
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static void PerVertexNormalized(ComputeMeshType &m)
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{
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PerVertex(m);
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NormalizePerVertex(m);
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}
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/// \brief Equivalent to PerFace() and NormalizePerVertex()
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static void PerFaceNormalized(ComputeMeshType &m)
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{
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PerFace(m);
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NormalizePerFace(m);
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}
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/// \brief Equivalent to PerVertex() and PerFace().
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static void PerVertexPerFace(ComputeMeshType &m)
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{
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PerFace(m);
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PerVertex(m);
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}
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/// \brief Equivalent to PerVertexNormalized() and PerFace().
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static void PerVertexNormalizedPerFace(ComputeMeshType &m)
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{
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PerVertexPerFace(m);
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NormalizePerVertex(m);
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}
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/// \brief Equivalent to PerVertexNormalizedPerFace() and NormalizePerFace().
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static void PerVertexNormalizedPerFaceNormalized(ComputeMeshType &m)
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{
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PerVertexNormalizedPerFace(m);
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NormalizePerFace(m);
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}
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/// \brief Exploit bitquads to compute a per-polygon face normal
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static void PerBitQuadFaceNormalized(ComputeMeshType &m)
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{
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PerFace(m);
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FaceIterator f;
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for(f=m.face.begin();f!=m.face.end();++f) {
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if( !(*f).IsD() ) {
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for (int k=0; k<3; k++) if (f->IsF(k))
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if (&*f < f->FFp(k)) {
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f->N() = f->FFp(k)->N() = (f->FFp(k)->N() + f->N()).Normalize();
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}
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}
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}
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}
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/// \brief Multiply the vertex normals by the matrix passed. By default, the scale component is removed.
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static void PerVertexMatrix(ComputeMeshType &m, const Matrix44<ScalarType> &mat, bool remove_scaling= true)
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{
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tri::RequirePerVertexNormal(m);
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float scale;
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Matrix33<ScalarType> mat33(mat,3);
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if(remove_scaling){
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scale = pow(mat33.Determinant(),(ScalarType)(1.0/3.0));
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mat33[0][0]/=scale;
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mat33[1][1]/=scale;
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mat33[2][2]/=scale;
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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() && (*vi).IsRW() )
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(*vi).N() = mat33*(*vi).N();
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}
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/// \brief Multiply the face normals by the matrix passed. By default, the scale component is removed.
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static void PerFaceMatrix(ComputeMeshType &m, const Matrix44<ScalarType> &mat, bool remove_scaling= true)
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{
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tri::RequirePerFaceNormal(m);
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float scale;
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Matrix33<ScalarType> mat33(mat,3);
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if( !HasPerFaceNormal(m)) return;
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if(remove_scaling){
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scale = pow(mat33.Determinant(),ScalarType(1.0/3.0));
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mat33[0][0]/=scale;
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mat33[1][1]/=scale;
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mat33[2][2]/=scale;
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}
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for(FaceIterator fi=m.face.begin();fi!=m.face.end();++fi)
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if( !(*fi).IsD() && (*fi).IsRW() )
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(*fi).N() = mat33* (*fi).N();
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}
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/// \brief Compute per wedge normals taking into account the angle between adjacent faces.
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///
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/// The PerWedge normals are averaged on common vertexes only if the angle between two faces is \b larger than \p angleRad.
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/// It requires FFAdjacency.
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static void PerWedgeCrease(ComputeMeshType &m, ScalarType angleRad)
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{
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tri::RequirePerFaceWedgeNormal(m);
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tri::RequireFFAdjacency(m);
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ScalarType cosangle=math::Cos(angleRad);
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// Clear the per wedge normals
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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).WN(0)=NormalType(0,0,0);
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(*fi).WN(1)=NormalType(0,0,0);
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(*fi).WN(2)=NormalType(0,0,0);
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}
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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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NormalType nn= vcg::Normal(*fi);
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for(int i=0;i<3;++i)
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{
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const NormalType &na=vcg::Normal(*(*fi).FFp(i));
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if(nn*na > cosangle )
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{
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fi->WN((i+0)%3) +=na;
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fi->WN((i+1)%3) +=na;
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}
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}
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}
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}
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static void PerFaceRW(ComputeMeshType &m, bool normalize=false)
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{
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tri::RequirePerFaceNormal(m);
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FaceIterator f;
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bool cn = true;
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if(normalize)
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{
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for(f=m.m.face.begin();f!=m.m.face.end();++f)
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if( !(*f).IsD() && (*f).IsRW() )
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{
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for(int j=0; j<3; ++j)
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if( !(*f).V(j)->IsR()) cn = false;
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if( cn ) face::ComputeNormalizedNormal(*f);
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cn = true;
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}
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}
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else
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{
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for(f=m.m.face.begin();f!=m.m.face.end();++f)
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if( !(*f).IsD() && (*f).IsRW() )
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{
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for(int j=0; j<3; ++j)
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if( !(*f).V(j)->IsR()) cn = false;
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if( cn )
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(*f).ComputeNormal();
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cn = true;
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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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