207 lines
6.4 KiB
C++
207 lines
6.4 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) 2017 \/)\/ *
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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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/* Optimizes given UV-mapping with
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* [ARAP parametrization]
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* (minimizes area and angle distortions).
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*
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* Needs:
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* (-) per-vertex texture coords
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* (-) per-vertex flags to fix boundaries
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* Fixed vertices are the flagged ones.
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* By default: BORDER or SELECTED verts are fixed.
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* (use fixedMask parameter to customize)
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*
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* Example of usage:
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* MeshType m;
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* ...
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* vcg::tri::UpdateFlags<MeshType>::Clear(m);
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* vcg::tri::UpdateFlags<MeshType>::VertexBorderFromNone(m);
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* vcg::tri::OptimizeUV_ARAP(m);
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*
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*/
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#ifndef __VCG_IGL_ARAP_PARAMETRIZATION
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#define __VCG_IGL_ARAP_PARAMETRIZATION
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#include <cmath>
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#include <igl/arap.h>
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#include <vcg/complex/algorithms/mesh_to_matrix.h>
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#include <vcg/complex/algorithms/clean.h>
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#include <vcg/complex/algorithms/update/flag.h>
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#include <wrap/igl/lscm_parametrization.h>
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namespace vcg {
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namespace tri {
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template<class MeshType>
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void OptimizeUV_ARAP(
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MeshType& m,
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unsigned int iterations = 100,
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unsigned int fixedMask = MeshType::VertexType::BORDER | MeshType::VertexType::SELECTED,
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bool generateInitialGuess = true)
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{
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// check requirements
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vcg::tri::RequirePerVertexTexCoord(m);
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vcg::tri::RequirePerVertexFlags (m);
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vcg::tri::RequireCompactness (m);
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if (m.vert.size() <= 1 || m.face.size() == 0)
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{
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return;
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}
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// build fixed points data
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size_t nFixed = 0;
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if (fixedMask != 0)
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{
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for (size_t i=0; i<m.vert.size(); i++)
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{
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if (m.vert[i].Flags() & fixedMask) nFixed++;
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}
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}
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// all fixed, nothing to do? get out to avoid crashes
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if (nFixed == m.vert.size())
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{
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return;
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}
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if (generateInitialGuess)
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{
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// if not enough vertices are fixed, initialize manually fixed points
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// else initialize with the provided fixed values
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InitializeArapWithLSCM(m, (nFixed < 2) ? 0 : fixedMask);
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}
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Eigen::MatrixXd V;
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Eigen::MatrixXi F;
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Eigen::VectorXi b;
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Eigen::MatrixXd bc;
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Eigen::MatrixXd V_uv;
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vcg::tri::MeshToMatrix<MeshType>::GetTriMeshData(m, F, V);
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vcg::tri::MeshToMatrix<MeshType>::GetUVData(m, V_uv);
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b.resize(nFixed);
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bc.resize(nFixed,2);
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for (size_t i=0,k=0; i<m.vert.size(); i++)
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{
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if (m.vert[i].Flags() & fixedMask)
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{
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b(k) = i;
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bc(k,0) = m.vert[i].T().P()[0];
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bc(k,1) = m.vert[i].T().P()[1];
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k++;
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}
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}
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// Add dynamic regularization to avoid to specify boundary conditions
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::igl::ARAPData arap_data;
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arap_data.with_dynamics = true;
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arap_data.max_iter = iterations;
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// compute ARAP parametrization
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::igl::arap_precomputation(V, F, 2, b, arap_data);
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::igl::arap_solve(bc, arap_data, V_uv);
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// copy results back to mesh
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for (size_t i=0; i<m.vert.size(); i++)
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{
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m.vert[i].T().P()[0] = V_uv(i,0);
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m.vert[i].T().P()[1] = V_uv(i,1);
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}
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}
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template <class MeshType>
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void InitializeArapWithLSCM(MeshType & m, unsigned int fixedMask = 0)
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{
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typedef typename MeshType::ScalarType ScalarType;
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typedef typename MeshType::VertexType::TexCoordType::PointType TexPointType;
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typedef typename TexPointType::ScalarType TexScalarType;
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if (fixedMask == 0)
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{
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// manually select fixed vertices
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vcg::tri::UpdateFlags<MeshType>::Clear(m);
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int fixed0, fixed1 = -1;
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ScalarType minD0 = std::numeric_limits<ScalarType>::max();
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ScalarType minD1 = std::numeric_limits<ScalarType>::max();
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for (size_t i=0; i<m.vert.size(); i++)
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{
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const ScalarType testD0 =(m.vert[i].P() - m.bbox.min).Norm();
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const ScalarType testD1 =(m.vert[i].P() - m.bbox.max).Norm();
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if (testD0 < minD0)
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{
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fixed0 = i;
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minD0 = testD0;
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}
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if (testD1 < minD1)
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{
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fixed1 = i;
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minD1 = testD1;
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}
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}
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assert(fixed0 >= 0);
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assert(fixed1 >= 0);
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assert(fixed0 != fixed1);
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//then select them
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m.vert[fixed0].SetS();
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m.vert[fixed1].SetS();
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m.vert[fixed0].T().P() = TexPointType(0,0);
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m.vert[fixed1].T().P() = TexPointType(1,1);
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fixedMask = MeshType::VertexType::SELECTED;
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}
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vcg::tri::OptimizeUV_LSCM(m, fixedMask);
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// Rescale the parametrization to match the 3D area
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ScalarType meshArea2D = 0;
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ScalarType meshArea3D = 0;
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for (size_t i=0; i<m.face.size(); i++)
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{
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vcg::Triangle2<TexScalarType> t2(m.face[i].V(0)->T().P(),
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m.face[i].V(1)->T().P(),
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m.face[i].V(2)->T().P());
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meshArea2D += ScalarType(fabs(((t2.P(1) - t2.P(0)) ^ (t2.P(2) - t2.P(0)))/2));
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meshArea3D += vcg::DoubleArea(m.face[i])/2;
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}
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ScalarType scaleFact = std::sqrt(meshArea3D / meshArea2D);
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for (size_t i=0; i<m.vert.size(); i++)
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{
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TexPointType & UVCoord = m.vert[i].T().P();
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UVCoord *= scaleFact;
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}
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}
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}} // namespaces
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#endif // __VCG_IGL_ARAP_PARAMETRIZATION
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