969 lines
28 KiB
C++
969 lines
28 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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/****************************************************************************
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History
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$Log: not supported by cvs2svn $
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Revision 1.16 2006/11/22 13:43:28 giec
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Code refactory and added minimum weight triangolation.
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Revision 1.15 2006/11/13 10:11:38 giec
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Clear some useless code
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Revision 1.14 2006/11/07 15:13:56 zifnab1974
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Necessary changes for compilation with gcc 3.4.6. Especially the hash function is a problem
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Revision 1.13 2006/11/07 11:47:11 cignoni
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gcc compiling issues
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Revision 1.12 2006/11/07 07:56:43 cignoni
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Added missing std::
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Revision 1.11 2006/11/06 16:12:29 giec
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Leipa ear now compute max dihedral angle.
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Revision 1.10 2006/10/31 11:30:41 ganovelli
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changed access throught iterator with static call to comply 2005 compiler
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Revision 1.9 2006/10/20 07:44:45 cignoni
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Added missing std::
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Revision 1.8 2006/10/18 15:06:47 giec
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New policy for compute quality in TrivialEar.
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Bugfixed LeipaEar.
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Added new algorithm "selfintersection" with test for self intersection.
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Revision 1.7 2006/10/10 09:12:02 giec
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Bugfix and added a new type of ear (Liepa like)
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Revision 1.6 2006/10/09 10:07:07 giec
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Optimized version of "EAR HOLE FILLING", the Ear is selected according to its dihedral angle.
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Revision 1.5 2006/10/06 15:28:14 giec
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first working implementationof "EAR HOLE FILLING".
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Revision 1.4 2006/10/02 12:06:40 giec
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BugFix
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Revision 1.3 2006/09/27 15:33:32 giec
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It close one simple hole . . .
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Revision 1.2 2006/09/27 09:29:53 giec
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Frist working release whit a few bugs.
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It almost fills the hole ...
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Revision 1.1 2006/09/25 09:17:44 cignoni
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First Non working Version
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****************************************************************************/
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#ifndef __VCG_TRI_UPDATE_HOLE
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#define __VCG_TRI_UPDATE_HOLE
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#include <vcg/math/base.h>
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#include <vcg/complex/trimesh/clean.h>
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#include <vcg/space/point3.h>
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#include <vector>
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#define FLT_MAX 3.402823466e+38F /* max float rappresentable */
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/*
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Questa Classe serve per gestire la non duplicazione degli edge durante la chiusura
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di un buco.
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*/
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namespace vcg {
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namespace tri {
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template<class MESH>
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class HoleInfo
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{
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public:
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HoleInfo(){}
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HoleInfo(face::Pos<typename MESH::FaceType> const &pHole, int const pHoleSize, Box3<typename MESH::ScalarType> &pHoleBB)
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{
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p=pHole;
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size=pHoleSize;
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bb=pHoleBB;
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}
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HoleInfo(face::Pos<typename MESH::FaceType> const &pHole, int const pHoleSize, Box3<typename MESH::ScalarType> &pHoleBB, int FI)
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{
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p=pHole;
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size=pHoleSize;
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bb=pHoleBB;
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faceindex = FI;
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}
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typename face::Pos<typename MESH::FaceType> p;
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int size;
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Box3<typename MESH::ScalarType> bb;
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int faceindex;
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void Refresh(MESH &m)
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{
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p.f = (typename MESH::FacePointer)(faceindex + &(*(m.face.begin())));
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}
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bool operator < (const HoleInfo & hh) const {return size < hh.size;}
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bool operator > (const HoleInfo & hh) const {return size > hh.size;}
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bool operator == (const HoleInfo & hh) const {return size == hh.size;}
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bool operator != (const HoleInfo & hh) const {return size != hh.size;}
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bool operator >= (const HoleInfo & hh) const {return size >= hh.size;}
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bool operator <= (const HoleInfo & hh) const {return size <= hh.size;}
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typename MESH::ScalarType Perimeter()
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{
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typename MESH::ScalarType sum=0;
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face::Pos<typename MESH::FaceType> ip = p;
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do
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{
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sum+=Distance(ip.v->cP(),ip.VFlip()->cP());
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ip.NextB();
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}
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while (ip != p);
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return sum;
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}
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};
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//function prototype
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template <class MESH>
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int GetHoleInfo(MESH &m,bool Selected ,std::vector<typename tri::HoleInfo<MESH> >& VHI);
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template<class MESH>
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void triangulate(std::vector<typename MESH::VertexPointer > &m,int i, int j, std::vector< std::vector<int> > vi,
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std::vector<face::Pos<typename MESH::FaceType> > vv);
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template <class MESH>
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void getBoundHole (face::Pos<typename MESH::FaceType> sp,std::vector<face::Pos<typename MESH::FaceType> >&ret);
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/*
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Un ear e' identificato da due hedge pos.
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i vertici dell'ear sono
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e0.FlipV().v
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e0.v
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e1.v
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Vale che e1== e0.NextB();
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e che e1.FlipV() == e0;
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Situazioni ear non manifold, e degeneri (buco triangolare)
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T XXXXXXXXXXXXX A /XXXXX B en/XXXXX
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/XXXXXXXXXXXXXXX /XXXXXX /XXXXXX
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XXXXXXep==en XXX ep\ /en XXXX /e1 XXXX
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XXXXXX ----/| XX ------ ----/| XX ------ ----/|XXX
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XXXXXX| /e1 XX XXXXXX| /e1 XX XXXXXX| o/e0 XX
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XXXXXX| /XXXXXX XXXXXX| /XXXXXX XXXXXX| /XXXXXX
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XXX e0|o/XXXXXXX XXX e0|o/XXXXXXX XXX ep| /XXXXXXX
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XXX \|/XXXXXXXX XXX \|/XXXXXXXX XXX \|/XXXXXXXX
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XXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXX
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*/
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template<class MSH_TYPE> class TrivialEar
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{
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public:
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face::Pos<typename MSH_TYPE::FaceType> e0;
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face::Pos<typename MSH_TYPE::FaceType> e1;
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typedef typename MSH_TYPE::ScalarType ScalarType;
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ScalarType quality;
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ScalarType angle;
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std::vector<typename MSH_TYPE::FaceType>* vf;
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TrivialEar(){}
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TrivialEar(const face::Pos<typename MSH_TYPE::FaceType> & ep)
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{
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e0=ep;
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assert(e0.IsBorder());
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e1=e0;
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e1.NextB();
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ComputeQuality();
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ComputeAngle();
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}
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void SetAdiacenseRing(std::vector<typename MSH_TYPE::FaceType>* ar){vf = ar;}
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void ComputeAngle()
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{
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Point3f p1 = e0.VFlip()->P() - e0.v->P();
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Point3f p2 = e1.v->P() - e0.v->P();
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ScalarType w = p2.Norm()*p1.Norm();
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if(w==0) angle =90;
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ScalarType p = (p2*p1);
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p= p/w;
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p = acos(p);
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if(p < -1) p = -1;
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if(p > 1) p = 1;
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Point3f t = p2^p1;
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ScalarType n = t* e0.v->N();
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if(n<0)
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{
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p = 2.0 *(float)M_PI - p;
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}
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angle = p;
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}
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virtual inline bool operator < ( const TrivialEar & c ) const { return quality < c.quality; }
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bool IsNull(){return e0.IsNull() || e1.IsNull();}
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void SetNull(){e0.SetNull();e1.SetNull();}
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virtual void ComputeQuality()
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{
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ScalarType ar;
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ar = ( (e0.VFlip()->P() - e0.v->P()) ^ ( e1.v->P() - e0.v->P()) ).Norm() ;
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ScalarType area = (ar);
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ScalarType l1 = Distance( e0.v->P(),e1.v->P());
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ScalarType l2 = Distance( e0.v->P(),e0.VFlip()->P());
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ScalarType l3 = Distance( e0.VFlip()->P(),e1.v->P());
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quality = area / ( (l1 *l1) + (l2 * l2) + (l3 * l3) );
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};
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bool IsUpToDate() {return (e0.IsBorder() && e1.IsBorder());};
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bool IsConvex(){return (angle > (float)M_PI);}
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bool Degen()
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{
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face::Pos<typename MSH_TYPE::FaceType> ep=e0; ep.FlipV(); ep.NextB(); ep.FlipV(); // he precedente a e0
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face::Pos<typename MSH_TYPE::FaceType> en=e1; en.NextB(); // he successivo a e1
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// caso ear degenere per buco triangolare
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if(ep==en) return true;//provo a togliere sto controllo
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// Caso ear non manifold a
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if(ep.v==en.v) return true;
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// Caso ear non manifold b
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if(ep.VFlip()==e1.v) return true;
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return false;
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}
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virtual bool Close(TrivialEar &ne0, TrivialEar &ne1, typename MSH_TYPE::FaceType * f)
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{
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// simple topological check
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if(e0.f==e1.f) {
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printf("Avoided bad ear");
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return false;
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}
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//usato per generare una delle due nuove orecchie.
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face::Pos<typename MSH_TYPE::FaceType> ep=e0; ep.FlipV(); ep.NextB(); ep.FlipV(); // he precedente a e0
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face::Pos<typename MSH_TYPE::FaceType> en=e1; en.NextB(); // he successivo a e1
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(*f).V(0) = e0.VFlip();
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(*f).V(1) = e0.v;
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(*f).V(2) = e1.v;
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(*f).FFp(0) = e0.f;
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(*f).FFi(0) = e0.z;
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(*f).FFp(1) = e1.f;
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(*f).FFi(1) = e1.z;
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(*f).FFp(2) = f;
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(*f).FFi(2) = 2;
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e0.f->FFp(e0.z)=f;
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e0.f->FFi(e0.z)=0;
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e1.f->FFp(e1.z)=f;
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e1.f->FFi(e1.z)=1;
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// caso ear degenere per buco triangolare
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if(ep==en)
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{
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printf("Closing the last triangle");
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f->FFp(2)=en.f;
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f->FFi(2)=en.z;
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en.f->FFp(en.z)=f;
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en.f->FFi(en.z)=2;
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ne0.SetNull();
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ne1.SetNull();
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}
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// Caso ear non manifold a
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else if(ep.v==en.v)
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{
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printf("Ear Non manif A\n");
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face::Pos<typename MSH_TYPE::FaceType> enold=en;
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en.NextB();
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f->FFp(2)=enold.f;
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f->FFi(2)=enold.z;
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enold.f->FFp(enold.z)=f;
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enold.f->FFi(enold.z)=2;
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ne0=TrivialEar(ep);
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ne1=TrivialEar(en);
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}
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// Caso ear non manifold b
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else if(ep.VFlip()==e1.v)
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{
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printf("Ear Non manif B\n");
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face::Pos<typename MSH_TYPE::FaceType> epold=ep;
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ep.FlipV(); ep.NextB(); ep.FlipV();
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f->FFp(2)=epold.f;
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f->FFi(2)=epold.z;
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epold.f->FFp(epold.z)=f;
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epold.f->FFi(epold.z)=2;
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ne0=TrivialEar(ep);
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ne1=TrivialEar(en);
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}
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else // caso standard
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// Now compute the new ears;
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{
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ne0=TrivialEar(ep);
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ne1=TrivialEar(face::Pos<typename MSH_TYPE::FaceType>(f,2,e1.v));
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}
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return true;
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}
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};
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//Ear with FillHoleMinimumWeight's quality policy
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template<class MSH_TYPE> class MinimumWeightEar : public TrivialEar<MSH_TYPE>
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{
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public:
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typename MSH_TYPE::ScalarType dihedral;
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typename MSH_TYPE::ScalarType area;
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MinimumWeightEar(){}
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MinimumWeightEar(const face::Pos<typename MSH_TYPE::FaceType> & ep)
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{
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this->e0=ep;
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assert(this->e0.IsBorder());
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this->e1=this->e0;
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this->e1.NextB();
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this->ComputeQuality();
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this->ComputeAngle();
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}
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virtual inline bool operator < ( const MinimumWeightEar & c ) const
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{
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if(dihedral < c.dihedral)return true;
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else return ((dihedral == c.dihedral) && (area < c.area));
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}
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virtual void ComputeQuality()
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{
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//comute quality by (dihedral ancgle, area/sum(edge^2) )
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Point3f n1 = (this->e0.v->N() + this->e1.v->N() + this->e0.VFlip()->N() ) / 3;
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face::Pos<typename MSH_TYPE::FaceType> tmp = this->e1;
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tmp.FlipE();tmp.FlipV();
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Point3f n2=(this->e1.VFlip()->N() + this->e1.v->N() + tmp.v->N() ) / 3;
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tmp = this->e0;
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tmp.FlipE(); tmp.FlipV();
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Point3f n3=(this->e0.VFlip()->N() + this->e0.v->N() + tmp.v->N() ) / 3;
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dihedral = std::max(Angle(n1,n2),Angle(n1,n3));
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typename MSH_TYPE::ScalarType ar;
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ar = ( (this->e0.VFlip()->P() - this->e0.v->P()) ^ ( this->e1.v->P() - this->e0.v->P()) ).Norm() ;
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area = ar ;
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}
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};
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//Ear for selfintersection algorithm
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template<class MSH_TYPE> class SelfIntersectionEar : public TrivialEar<MSH_TYPE>
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{
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public:
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SelfIntersectionEar(){}
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SelfIntersectionEar(const face::Pos<typename MSH_TYPE::FaceType> & ep)
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{
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this->e0=ep;
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assert(this->e0.IsBorder());
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this->e1=this->e0;
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this->e1.NextB();
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this->ComputeQuality();
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this->ComputeAngle();
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}
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virtual bool Close(SelfIntersectionEar &ne0, SelfIntersectionEar &ne1, typename MSH_TYPE::FaceType * f)
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{
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// simple topological check
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if(this->e0.f==this->e1.f) {
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printf("Avoided bad ear");
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return false;
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}
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face::Pos<typename MSH_TYPE::FaceType> ep=this->e0; ep.FlipV(); ep.NextB(); ep.FlipV(); // he precedente a e0
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face::Pos<typename MSH_TYPE::FaceType> en=this->e1; en.NextB(); // he successivo a e1
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//costruisco la faccia e poi testo, o copio o butto via.
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(*f).V(0) = this->e0.VFlip();
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(*f).V(1) = this->e0.v;
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(*f).V(2) = this->e1.v;
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(*f).FFp(0) = this->e0.f;
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(*f).FFi(0) = this->e0.z;
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(*f).FFp(1) = this->e1.f;
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(*f).FFi(1) = this->e1.z;
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(*f).FFp(2) = f;
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(*f).FFi(2) = 2;
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int a1, a2;
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a1= this->e0.z;
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a2= this->e1.z;
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this->e0.f->FFp(this->e0.z)=f;
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this->e0.f->FFi(this->e0.z)=0;
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this->e1.f->FFp(this->e1.z)=f;
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this->e1.f->FFi(this->e1.z)=1;
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typename std::vector<typename MSH_TYPE::FaceType>::iterator it;
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for(it = (* this->vf).begin();it!= (* this->vf).end();++it)
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{
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if(!it->IsD())
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if( tri::Clean<MSH_TYPE>::TestIntersection(&(*f),&(*it)))
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{
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this->e0.f->FFp(this->e0.z)= this->e0.f;
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this->e0.f->FFi(this->e0.z)=a1;
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this->e1.f->FFp(this->e1.z)=this->e1.f;
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this->e1.f->FFi(this->e1.z)=a2;
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return false;
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}
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}
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// caso ear degenere per buco triangolare
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if(ep==en)
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{
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printf("Closing the last triangle");
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f->FFp(2)=en.f;
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f->FFi(2)=en.z;
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en.f->FFp(en.z)=f;
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en.f->FFi(en.z)=2;
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ne0.SetNull();
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ne1.SetNull();
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}
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// Caso ear non manifold a
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else if(ep.v==en.v)
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{
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printf("Ear Non manif A\n");
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face::Pos<typename MSH_TYPE::FaceType> enold=en;
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en.NextB();
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f->FFp(2)=enold.f;
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f->FFi(2)=enold.z;
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enold.f->FFp(enold.z)=f;
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enold.f->FFi(enold.z)=2;
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ne0=SelfIntersectionEar(ep);
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ne0.SetAdiacenseRing(this->vf);
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ne1=SelfIntersectionEar(en);
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ne1.SetAdiacenseRing(this->vf);
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}
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// Caso ear non manifold b
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else if(ep.VFlip()==this->e1.v)
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{
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printf("Ear Non manif B\n");
|
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face::Pos<typename MSH_TYPE::FaceType> epold=ep;
|
|
ep.FlipV(); ep.NextB(); ep.FlipV();
|
|
f->FFp(2)=epold.f;
|
|
f->FFi(2)=epold.z;
|
|
epold.f->FFp(epold.z)=f;
|
|
epold.f->FFi(epold.z)=2;
|
|
ne0=SelfIntersectionEar(ep);
|
|
ne0.SetAdiacenseRing(this->vf);
|
|
ne1=SelfIntersectionEar(en);
|
|
ne1.SetAdiacenseRing(this->vf);
|
|
}
|
|
else// Now compute the new ears;
|
|
{
|
|
ne0=SelfIntersectionEar(ep);
|
|
ne0.SetAdiacenseRing(this->vf);
|
|
ne1=SelfIntersectionEar(face::Pos<typename MSH_TYPE::FaceType>(f,2,this->e1.v));
|
|
ne1.SetAdiacenseRing(this->vf);
|
|
}
|
|
return true;
|
|
}
|
|
};
|
|
|
|
// Funzione principale per chiudier un buco in maniera topologicamente corretta.
|
|
// Gestisce situazioni non manifold ragionevoli
|
|
// (tutte eccetto quelle piu' di 2 facce per 1 edge).
|
|
// Controlla che non si generino nuove situazioni non manifold chiudendo orecchie
|
|
// che sottendono un edge che gia'esiste.
|
|
|
|
template <class MESH, class EAR>
|
|
void FillHoleEar(MESH &m, tri::HoleInfo<MESH> &h ,int UBIT, std::vector<typename MESH::FaceType > *vf =0)
|
|
{
|
|
//Aggiungo le facce e aggiorno il puntatore alla faccia!
|
|
std::vector<typename MESH::FacePointer *> app;
|
|
app.push_back( &h.p.f );
|
|
typename MESH::FaceIterator f = tri::Allocator<MESH>::AddFaces(m, h.size-2, app);
|
|
h.Refresh(m);
|
|
assert(h.p.IsBorder());//test fondamentale altrimenti qualcosa s'e' rotto!
|
|
std::vector<EAR > H; //vettore di orecchie
|
|
H.reserve(h.size);
|
|
|
|
//prendo le informazioni sul buco
|
|
face::Pos<typename MESH::FaceType> ff = h.p;
|
|
face::Pos<typename MESH::FaceType> fp = h.p;
|
|
do{
|
|
EAR app = EAR(fp);
|
|
app.SetAdiacenseRing(vf);
|
|
H.push_back( app );
|
|
fp.NextB();//semmai da provare a sostituire il codice della NextB();
|
|
assert(fp.IsBorder());
|
|
}while(fp!=ff);
|
|
|
|
bool fitted = false;
|
|
int cnt=h.size;
|
|
typename MESH::FaceIterator tmp;
|
|
|
|
make_heap(H.begin(), H.end());
|
|
//finche' il buco non e' chiuso o non ci sono piu' orecchie da analizzare.
|
|
while( cnt > 2 && !H.empty() )
|
|
{
|
|
pop_heap(H.begin(), H.end());
|
|
EAR en0,en1;
|
|
typename MESH::FaceIterator Fadd = f;
|
|
if(H.back().IsUpToDate() && H.back().IsConvex())
|
|
{
|
|
if(H.back().Degen()){
|
|
// Nota che nel caso di ear degeneri si DEVE permettere la creazione di un edge che gia'esiste.
|
|
printf("\n -> Evitata orecchia brutta!");
|
|
}
|
|
else
|
|
{
|
|
if(H.back().Close(en0,en1,&*f))
|
|
{
|
|
if(!en0.IsNull()){
|
|
H.push_back(en0);
|
|
push_heap( H.begin(), H.end());
|
|
}
|
|
if(!en1.IsNull()){
|
|
H.push_back(en1);
|
|
push_heap( H.begin(), H.end());
|
|
}
|
|
--cnt;
|
|
f->SetUserBit(UBIT);
|
|
if(vf != 0) (*vf).push_back(*f);
|
|
++f;
|
|
fitted = true;
|
|
}
|
|
}
|
|
//ultimo buco o unico buco.
|
|
if(cnt == 3 && !fitted)
|
|
{
|
|
if(H.back().Close(en0,en1,&*f))
|
|
{
|
|
--cnt;
|
|
tmp = f;
|
|
if(vf != 0)(*vf).push_back(*f);
|
|
++f;
|
|
}
|
|
}
|
|
}//is update()
|
|
fitted = false;
|
|
//non ho messo il triangolo quindi tolgo l'orecchio e continuo.
|
|
H.pop_back();
|
|
}//fine del while principale.
|
|
//tolgo le facce non utilizzate.
|
|
while(f!=m.face.end())
|
|
{
|
|
(*f).SetD();
|
|
++f;
|
|
m.fn--;
|
|
}
|
|
}
|
|
|
|
template<class MESH, class EAR>
|
|
void holeFillingEar(MESH &m, int sizeHole,bool Selected = false)
|
|
{
|
|
std::vector<typename tri::HoleInfo<MESH> > vinfo;
|
|
int UBIT = GetHoleInfo<MESH>(m, Selected,vinfo);
|
|
|
|
typename std::vector<typename tri::HoleInfo<MESH> >::iterator ith;
|
|
typename tri::HoleInfo<MESH> app;
|
|
for(ith = vinfo.begin(); ith!= vinfo.end(); ++ith)
|
|
{
|
|
app=(tri::HoleInfo<MESH>)*ith;
|
|
if(app.size < sizeHole){
|
|
FillHoleEar<MESH, EAR >(m, app,UBIT);
|
|
}
|
|
}
|
|
typename MESH::FaceIterator fi;
|
|
for(fi = m.face.begin(); fi!=m.face.end(); ++fi)
|
|
{
|
|
if(!(*fi).IsD())
|
|
(*fi).ClearUserBit(UBIT);
|
|
}
|
|
}
|
|
|
|
template<class MESH, class EAR>
|
|
void holeFillingIntersection(MESH &m, int sizeHole,bool Selected = false)
|
|
{
|
|
std::vector<typename tri::HoleInfo<MESH> > vinfo;
|
|
int UBIT = GetHoleInfo<MESH>(m, Selected,vinfo);
|
|
std::vector<typename MESH::FaceType > vf;
|
|
face::Pos<typename MESH::FaceType>sp;
|
|
face::Pos<typename MESH::FaceType>ap;
|
|
typename std::vector<tri::HoleInfo<MESH> >::iterator ith;
|
|
tri::HoleInfo<MESH> app;
|
|
for(ith = vinfo.begin(); ith!= vinfo.end(); ++ith)
|
|
{
|
|
app=(tri::HoleInfo<MESH>)*ith;
|
|
if(app.size < sizeHole){
|
|
app.Refresh(m);
|
|
//colleziono il ring intorno al buco per poi fare il test sul'intersezione
|
|
sp = app.p;
|
|
do
|
|
{
|
|
ap = sp;
|
|
do
|
|
{
|
|
ap.FlipE();
|
|
ap.FlipF();
|
|
vf.push_back(*ap.f);
|
|
}while(!ap.IsBorder());
|
|
sp.NextB();
|
|
|
|
}while(sp != app.p);
|
|
|
|
FillHoleEar<MESH, EAR >(m, app,UBIT,&vf);
|
|
vf.clear();
|
|
}
|
|
}
|
|
typename MESH::FaceIterator fi;
|
|
for(fi = m.face.begin(); fi!=m.face.end(); ++fi)
|
|
{
|
|
if(!(*fi).IsD())
|
|
(*fi).ClearUserBit(UBIT);
|
|
}
|
|
}
|
|
|
|
template <class MESH>
|
|
int GetHoleInfo(MESH &m,bool Selected ,std::vector<typename tri::HoleInfo<MESH> >& VHI)
|
|
{
|
|
typename MESH::FaceIterator fi;
|
|
int UBIT = MESH::FaceType::LastBitFlag();
|
|
|
|
for(fi = m.face.begin(); fi!=m.face.end(); ++fi)
|
|
{
|
|
if(!(*fi).IsD())
|
|
{
|
|
if(Selected && !(*fi).IsS())
|
|
{
|
|
//se devo considerare solo i triangoli selezionati e
|
|
//quello che sto considerando non lo e' lo marchio e vado avanti
|
|
(*fi).SetUserBit(UBIT);
|
|
}
|
|
else
|
|
{
|
|
if( !(*fi).IsUserBit(UBIT) )
|
|
{
|
|
(*fi).SetUserBit(UBIT);
|
|
for(int j =0; j<3 ; ++j)
|
|
{
|
|
if( (*fi).IsB(j) )
|
|
{//Trovato una faccia di bordo non ancora visitata.
|
|
face::Pos<typename MESH::FaceType> sp(&*fi, j, (*fi).V(j));
|
|
face::Pos<typename MESH::FaceType> fp=sp;
|
|
int holesize=0;
|
|
|
|
Box3<typename MESH::ScalarType> hbox;
|
|
hbox.Add(sp.v->cP());
|
|
|
|
do
|
|
{
|
|
sp.f->SetUserBit(UBIT);
|
|
hbox.Add(sp.v->cP());
|
|
++holesize;
|
|
sp.NextB();
|
|
assert(sp.IsBorder());
|
|
}while(sp != fp);
|
|
|
|
int tmp = ((int)(sp.f - &(*(m.face.begin()))));
|
|
|
|
//ho recuperato l'inofrmazione su tutto il buco
|
|
VHI.push_back( tri::HoleInfo<MESH>(sp,holesize,hbox, tmp) );
|
|
}
|
|
}//for sugli edge del triangolo
|
|
}//se e' gia stato visitato
|
|
}//S & !S
|
|
}//!IsD()
|
|
}//for principale!!!
|
|
return UBIT;
|
|
}
|
|
|
|
//Minimum Weight Algorithm
|
|
class Weight
|
|
{
|
|
public:
|
|
|
|
Weight() { ang = 180; ar = FLT_MAX ;}
|
|
Weight( float An, float Ar ) { ang=An ; ar= Ar;}
|
|
~Weight() {}
|
|
|
|
float angle() const { return ang; }
|
|
float area() const { return ar; }
|
|
|
|
Weight operator+( const Weight & other ) const {return Weight( std::max( angle(), other.angle() ), area() + other.area());}
|
|
bool operator<( const Weight & rhs ) const {return ( angle() < rhs.angle() ||(angle() == rhs.angle() && area() < rhs.area())); }
|
|
|
|
private:
|
|
float ang;
|
|
float ar;
|
|
};
|
|
/*
|
|
\ / \/
|
|
v1*---------*v4
|
|
/ \ /
|
|
hole/ \ /
|
|
/ \ /
|
|
/ear \ /
|
|
-*---------*-
|
|
/ v3 v2\
|
|
*/
|
|
template <class MESH>
|
|
float ComputeDihedralAngle(typename MESH::VertexPointer v1,typename MESH::VertexPointer v2,
|
|
typename MESH::VertexPointer v3,typename MESH::VertexPointer v4)
|
|
{
|
|
typename MESH::CoordType n1 = ((v1->P() - v2->P()) ^ (v3->P() - v1->P()) ).Normalize();
|
|
typename MESH::CoordType n2 = ((v2->P() - v1->P()) ^ (v4->P() - v2->P()) ).Normalize();
|
|
typename MESH::ScalarType t = (n1 * n2 ) ;
|
|
return ( acos(t)* 180.0 / M_PI);
|
|
}
|
|
|
|
template<class MESH>
|
|
bool existEdge(face::Pos<typename MESH::FaceType> pi,face::Pos<typename MESH::FaceType> pf)
|
|
{
|
|
face::Pos<typename MESH::FaceType> app = pi;
|
|
face::Pos<typename MESH::FaceType> appF = pi;
|
|
face::Pos<typename MESH::FaceType> tmp;
|
|
assert(pi.IsBorder());
|
|
|
|
appF.NextB();
|
|
appF.FlipV();
|
|
|
|
do
|
|
{
|
|
tmp = app;
|
|
tmp.FlipV();
|
|
if(tmp.v == pf.v)
|
|
return true;
|
|
app.FlipE();
|
|
app.FlipF();
|
|
|
|
if(app == pi)return false;
|
|
}while(app != appF);
|
|
return false;
|
|
}
|
|
|
|
template<class MESH>
|
|
Weight computeWeight( int i, int j, int k,
|
|
std::vector<face::Pos<typename MESH::FaceType> > pv,
|
|
std::vector< std::vector< int > > v)
|
|
{
|
|
face::Pos<typename MESH::FaceType> pi = pv[i];
|
|
face::Pos<typename MESH::FaceType> pj = pv[j];
|
|
face::Pos<typename MESH::FaceType> pk = pv[k];
|
|
|
|
//test complex edge
|
|
if(existEdge<MESH>(pi,pj) || existEdge<MESH>(pj,pk)|| existEdge<MESH>(pk,pi) )
|
|
{
|
|
return Weight();
|
|
}
|
|
// Return an infinite weight, if one of the neighboring patches
|
|
// could not be created.
|
|
if(v[i][j] == -1){return Weight();}
|
|
if(v[j][k] == -1){return Weight();}
|
|
|
|
//calcolo il massimo angolo diedrale, se esiste.
|
|
float angle = 0.0f;
|
|
face::Pos<typename MESH::FaceType> px;
|
|
if(i + 1 == j)
|
|
{
|
|
px = pj;
|
|
px.FlipE(); px.FlipV();
|
|
angle = std::max<float>(angle , ComputeDihedralAngle<MESH>(pi.v, pj.v, pk.v, px.v) );
|
|
}
|
|
else
|
|
{
|
|
angle = std::max<float>( angle, ComputeDihedralAngle<MESH>(pi.v,pj.v, pk.v, pv[ v[i][j] ].v));
|
|
}
|
|
|
|
if(j + 1 == k)
|
|
{
|
|
px = pk;
|
|
px.FlipE(); px.FlipV();
|
|
angle = std::max<float>(angle , ComputeDihedralAngle<MESH>(pj.v, pk.v, pi.v, px.v) );
|
|
}
|
|
else
|
|
{
|
|
angle = std::max<float>( angle, ComputeDihedralAngle<MESH>(pj.v,pk.v, pi.v, pv[ v[j][k] ].v));
|
|
}
|
|
|
|
if( i == 0 && k == (int)v.size() - 1)
|
|
{
|
|
px = pi;
|
|
px.FlipE(); px.FlipV();
|
|
angle = std::max<float>(angle , ComputeDihedralAngle<MESH>(pk.v, pi.v, pj.v,px.v ) );
|
|
}
|
|
|
|
typename MESH::ScalarType area = ( (pj.v->P() - pi.v->P()) ^ (pk.v->P() - pi.v->P()) ).Norm() * 0.5;
|
|
|
|
return Weight(angle, area);
|
|
}
|
|
|
|
template <class MESH>
|
|
std::vector<typename MESH::VertexPointer > calculateMinimumWeightTriangulation(MESH &m, std::vector<face::Pos<typename MESH::FaceType> > vv )
|
|
{
|
|
std::vector< std::vector< Weight > > w; //matrice dei pesi minimali di ogni orecchio preso in conzideraione
|
|
std::vector< std::vector< int > > vi;//memorizza l'indice del terzo vertice del triangolo
|
|
|
|
//hole size
|
|
int nv = vv.size();
|
|
|
|
w.clear();
|
|
w.resize( nv, std::vector<Weight>( nv, Weight() ) );
|
|
|
|
vi.resize( nv, std::vector<int>( nv, 0 ) );
|
|
|
|
//inizializzo tutti i pesi possibili del buco
|
|
for ( int i = 0; i < nv-1; ++i )
|
|
w[i][i+1] = Weight( 0, 0 );
|
|
|
|
//doppio ciclo for per calcolare di tutti i possibili triangoli i loro pesi.
|
|
for ( int j = 2; j < nv; ++j )
|
|
{
|
|
for ( int i = 0; i + j < nv; ++i )
|
|
{
|
|
//per ogni triangolazione mi mantengo il minimo valore del peso tra i triangoli possibili
|
|
Weight minval;
|
|
|
|
//indice del vertice che da il peso minimo nella triangolazione corrente
|
|
int minIndex = -1;
|
|
|
|
//ciclo tra i vertici in mezzo a i due prefissati
|
|
for ( int m = i + 1; m < i + j; ++m )
|
|
{
|
|
Weight a = w[i][m];
|
|
Weight b = w[m][i+j];
|
|
Weight newval = a + b + computeWeight<MESH>( i, m, i+j, vv, vi);
|
|
if ( newval < minval )
|
|
{
|
|
minval = newval;
|
|
minIndex = m;
|
|
}
|
|
}
|
|
w[i][i+j] = minval;
|
|
vi[i][i+j] = minIndex;
|
|
}
|
|
}
|
|
|
|
//Triangulate
|
|
int i, j;
|
|
i=0; j=nv-1;
|
|
std::vector<typename MESH::VertexPointer > vf;
|
|
|
|
vf.clear();
|
|
|
|
triangulate<MESH>(vf, i, j, vi, vv);
|
|
|
|
return vf;
|
|
}
|
|
|
|
template<class MESH>
|
|
void triangulate(std::vector<typename MESH::VertexPointer > &m,int i, int j, std::vector< std::vector<int> > vi,
|
|
std::vector<face::Pos<typename MESH::FaceType> > vv)
|
|
{
|
|
if(i + 1 == j){return;}
|
|
if(i==j)return;
|
|
|
|
int k = vi[i][j];
|
|
|
|
if(k == -1) return;
|
|
|
|
m.push_back(vv[i].v);
|
|
m.push_back(vv[k].v);
|
|
m.push_back(vv[j].v);
|
|
|
|
triangulate<MESH>(m, i, k, vi, vv);
|
|
triangulate<MESH>(m, k, j, vi, vv);
|
|
}
|
|
|
|
template <class MESH>
|
|
void FillHoleMinimumWeight(MESH &m, bool Selected)
|
|
{
|
|
typename MESH::FaceIterator fi;
|
|
std::vector<face::Pos<typename MESH::FaceType> > vvi;
|
|
std::vector<typename MESH::FacePointer * > vfp;
|
|
|
|
std::vector<typename tri::HoleInfo<MESH> > vinfo;
|
|
typename std::vector<typename tri::HoleInfo<MESH> >::iterator VIT;
|
|
int UBIT = GetHoleInfo<MESH>(m, Selected,vinfo);
|
|
|
|
for(VIT = vinfo.begin(); VIT != vinfo.end();++VIT)
|
|
{
|
|
vvi.push_back(VIT->p);
|
|
}
|
|
|
|
typename std::vector<face::Pos<typename MESH::FaceType> >::iterator ith;
|
|
typename std::vector<face::Pos<typename MESH::FaceType> >::iterator ithn;
|
|
typename std::vector<typename MESH::VertexPointer >::iterator itf;
|
|
|
|
std::vector<face::Pos<typename MESH::FaceType> > app;
|
|
face::Pos<typename MESH::FaceType> ps;
|
|
std::vector<typename MESH::FaceType > tr;
|
|
std::vector<typename MESH::VertexPointer > vf;
|
|
|
|
for(ith = vvi.begin(); ith!= vvi.end(); ++ith)
|
|
{
|
|
tr.clear();
|
|
vf.clear();
|
|
app.clear();
|
|
vfp.clear();
|
|
|
|
for(ithn = vvi.begin(); ithn!= vvi.end(); ++ithn)
|
|
vfp.push_back(&(ithn->f));
|
|
|
|
ps = *ith;
|
|
getBoundHole<MESH>(ps,app);
|
|
|
|
vf = calculateMinimumWeightTriangulation(m, app);
|
|
|
|
if(vf.size() == 0)continue;//non e' stata trovata la triangolazione
|
|
|
|
typename MESH::FaceIterator f = tri::Allocator<MESH>::AddFaces(m, app.size()-2, vfp);
|
|
|
|
for(itf = vf.begin();itf != vf.end(); )
|
|
{
|
|
(*f).V(0) = (*itf++);
|
|
(*f).V(1) = (*itf++);
|
|
(*f).V(2) = (*itf++);
|
|
++f;
|
|
}
|
|
}
|
|
}
|
|
|
|
template <class MESH>
|
|
void getBoundHole (face::Pos<typename MESH::FaceType> sp,std::vector<face::Pos<typename MESH::FaceType> >&ret)
|
|
{
|
|
face::Pos<typename MESH::FaceType> fp = sp;
|
|
//take vertex around the hole
|
|
do
|
|
{
|
|
assert(fp.IsBorder());
|
|
ret.push_back(fp);
|
|
fp.NextB();
|
|
}while(sp != fp);
|
|
}
|
|
|
|
} // end namespace
|
|
}
|
|
#endif
|