609 lines
15 KiB
C++
609 lines
15 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_DECIMATION_TRIFLIP
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#define __VCG_DECIMATION_TRIFLIP
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#include <vcg/complex/local_optimization.h>
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#include <vcg/simplex/face/topology.h>
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#include <vcg/space/triangle3.h>
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namespace vcg
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{
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namespace tri
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{
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/** \addtogroup trimesh */
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/* @{ */
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/*!
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* This Class is specialization of LocalModification for the edge flip
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* It wraps the atomic operation EdgeFlip to be used in a optimization routine.
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* Note that it has knowledge of the heap of the class LocalOptimization because
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* it is responsible of updating it after a flip has been performed
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* This is the simplest edge flipping class.
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* It flips an edge only if two adjacent faces are coplanar and the
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* quality of the faces improves after the flip.
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*/
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template <class TRIMESH_TYPE, class MYTYPE,
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typename TRIMESH_TYPE::ScalarType (*QualityFunc)(
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Point3<typename TRIMESH_TYPE::ScalarType> const & p0,
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Point3<typename TRIMESH_TYPE::ScalarType> const & p1,
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Point3<typename TRIMESH_TYPE::ScalarType> const & p2) = Quality>
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class PlanarEdgeFlip :
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public LocalOptimization< TRIMESH_TYPE>::LocModType
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{
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protected:
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typedef typename TRIMESH_TYPE::FaceType FaceType;
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typedef typename TRIMESH_TYPE::FacePointer FacePointer;
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typedef typename TRIMESH_TYPE::FaceIterator FaceIterator;
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typedef typename TRIMESH_TYPE::VertexType VertexType;
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typedef typename TRIMESH_TYPE::ScalarType ScalarType;
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typedef typename TRIMESH_TYPE::VertexPointer VertexPointer;
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typedef typename TRIMESH_TYPE::CoordType CoordType;
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typedef vcg::face::Pos<FaceType> PosType;
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typedef typename LocalOptimization<TRIMESH_TYPE>::HeapElem HeapElem;
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typedef typename LocalOptimization<TRIMESH_TYPE>::HeapType HeapType;
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/*!
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* the pos of the flipping
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*/
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PosType _pos;
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/*!
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* priority in the heap
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*/
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ScalarType _priority;
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/*!
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* Mark for updating
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*/
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int _localMark;
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/*!
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* mark for up_dating
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*/
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static int& GlobalMark()
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{
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static int im = 0;
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return im;
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}
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static void Insert(HeapType& heap, PosType& p, int mark)
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{
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if(!p.IsBorder() && p.F()->IsW() && p.FFlip()->IsW()) {
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MYTYPE* newflip = new MYTYPE(p, mark);
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heap.push_back(HeapElem(newflip));
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std::push_heap(heap.begin(), heap.end());
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}
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}
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public:
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/*!
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* Default constructor
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*/
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inline PlanarEdgeFlip()
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{
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}
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/*!
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* Constructor with <I>pos</I> type
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*/
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inline PlanarEdgeFlip(PosType pos, int mark)
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{
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_pos = pos;
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_localMark = mark;
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_priority = ComputePriority();
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}
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/*!
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* Copy Constructor
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*/
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inline PlanarEdgeFlip(const PlanarEdgeFlip &par)
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{
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_pos = par.GetPos();
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_localMark = par.GetMark();
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_priority = par.Priority();
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}
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/*!
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*/
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~PlanarEdgeFlip()
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{
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}
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/*!
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* Parameter
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*/
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static ScalarType &CoplanarAngleThresholdDeg()
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{
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static ScalarType _CoplanarAngleThresholdDeg = 0.01f;
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return _CoplanarAngleThresholdDeg;
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}
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inline PosType GetPos()
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{
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return _pos;
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}
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inline int GetMark()
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{
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return _localMark;
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}
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/*!
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* Return the LocalOptimization type
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*/
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ModifierType IsOfType()
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{
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return TriEdgeFlipOp;
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}
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/*!
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* Check if the pos is updated
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*/
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bool IsUpToDate()
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{
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int lastMark = _pos.F()->V(0)->IMark();
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lastMark = vcg::math::Max<int>(lastMark, _pos.F()->V(1)->IMark());
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lastMark = vcg::math::Max<int>(lastMark, _pos.F()->V(2)->IMark());
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return ( _localMark >= lastMark );
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}
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/*!
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*
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Check if this flipping operation can be performed.
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It is a topological and geometrical check.
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*/
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virtual bool IsFeasible()
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{
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if(!vcg::face::CheckFlipEdge(*this->_pos.F(), this->_pos.E()))
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return false;
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if( math::ToDeg( Angle(_pos.FFlip()->cN(), _pos.F()->cN()) ) > CoplanarAngleThresholdDeg() )
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return false;
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CoordType v0, v1, v2, v3;
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int i = _pos.E();
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v0 = _pos.F()->P0(i);
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v1 = _pos.F()->P1(i);
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v2 = _pos.F()->P2(i);
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v3 = _pos.F()->FFp(i)->P2(_pos.F()->FFi(i));
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// Take the parallelogram formed by the adjacent faces of edge
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// If a corner of the parallelogram on extreme of edge to flip is >= 180
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// the flip produce two identical faces - avoid this
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if( (Angle(v2 - v0, v1 - v0) + Angle(v3 - v0, v1 - v0) >= M_PI) ||
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(Angle(v2 - v1, v0 - v1) + Angle(v3 - v1, v0 - v1) >= M_PI))
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return false;
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// if any of two faces adj to edge in non writable, the flip is unfeasible
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if(!_pos.F()->IsW() || !_pos.F()->FFp(i)->IsW())
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return false;
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return true;
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}
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/*!
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* Compute the priority of this optimization
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*/
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/*
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1
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/|\
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/ | \
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2 | 3
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\ | /
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\|/
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0
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*/
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virtual ScalarType ComputePriority()
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{
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CoordType v0, v1, v2, v3;
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int i = _pos.E();
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v0 = _pos.F()->P0(i);
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v1 = _pos.F()->P1(i);
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v2 = _pos.F()->P2(i);
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v3 = _pos.F()->FFp(i)->P2(_pos.F()->FFi(i));
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ScalarType Qa = QualityFunc(v0, v1, v2);
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ScalarType Qb = QualityFunc(v0, v3, v1);
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ScalarType QaAfter = QualityFunc(v1, v2, v3);
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ScalarType QbAfter = QualityFunc(v0, v3, v2);
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// < 0 if the average quality of faces improves after flip
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_priority = (Qa + Qb - QaAfter - QbAfter) / (ScalarType)2.0;
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return _priority;
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}
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/*!
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* Return the priority of this optimization
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*/
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virtual ScalarType Priority() const
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{
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return _priority;
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}
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/*!
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* Execute the flipping of the edge
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*/
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void Execute(TRIMESH_TYPE &m)
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{
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int i = _pos.E();
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int j = _pos.F()->FFi(i);
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FacePointer f1 = _pos.F();
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FacePointer f2 = _pos.F()->FFp(i);
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vcg::face::FlipEdge(*_pos.F(), _pos.E());
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// avoid texture coordinates swap after flip
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if(tri::HasPerWedgeTexCoord(m)) {
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f2->WT((j + 1) % 3) = f1->WT((i + 2) % 3);
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f1->WT((i + 1) % 3) = f2->WT((j + 2) % 3);
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}
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}
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/*!
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*/
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const char* Info(TRIMESH_TYPE &m)
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{
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static char dump[60];
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sprintf(dump,"%d -> %d %g\n", _pos.F()->V(0)-&m.vert[0], _pos.F()->V(1)-&m.vert[0],-_priority);
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return dump;
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}
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/*!
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*/
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static void Init(TRIMESH_TYPE &mesh, HeapType &heap)
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{
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heap.clear();
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FaceIterator fi;
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for(fi = mesh.face.begin(); fi != mesh.face.end(); ++fi) {
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if(!(*fi).IsD() && (*fi).IsW()) {
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for(unsigned int i = 0; i < 3; i++) {
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if( !(*fi).IsB(i) && !((*fi).FFp(i)->IsD()) && (*fi).FFp(i)->IsW() ) {
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if((*fi).V1(i) - (*fi).V0(i) > 0) {
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PosType p(&*fi, i);
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Insert(heap, p, mesh.IMark());
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}
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//heap.push_back( HeapElem( new MYTYPE(PosType(&*fi, i), mesh.IMark() )) );
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} //endif
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} //endfor
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}
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} //endfor
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}
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/*!
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*/
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virtual void UpdateHeap(HeapType &heap)
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{
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GlobalMark()++;
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// after flip, the new edge just created is the next edge
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int flipped = (_pos.E() + 1) % 3;
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PosType pos(_pos.F(), flipped);
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pos.F()->V(0)->IMark() = GlobalMark();
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pos.F()->V(1)->IMark() = GlobalMark();
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pos.F()->V(2)->IMark() = GlobalMark();
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pos.F()->FFp(flipped)->V2(pos.F()->FFi(flipped))->IMark() = GlobalMark();
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pos.FlipF(); pos.FlipE();
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Insert(heap, pos, GlobalMark());
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pos.FlipV(); pos.FlipE();
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Insert(heap, pos, GlobalMark());
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pos.FlipV(); pos.FlipE();
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pos.FlipF(); pos.FlipE();
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Insert(heap, pos, GlobalMark());
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pos.FlipV(); pos.FlipE();
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Insert(heap, pos, GlobalMark());
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}
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}; // end of PlanarEdgeFlip class
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template <class TRIMESH_TYPE, class MYTYPE>
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class TriEdgeFlip : public PlanarEdgeFlip<TRIMESH_TYPE, MYTYPE>
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{
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protected:
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typedef typename TRIMESH_TYPE::FaceType FaceType;
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typedef typename TRIMESH_TYPE::ScalarType ScalarType;
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typedef typename TRIMESH_TYPE::CoordType CoordType;
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typedef vcg::face::Pos<FaceType> PosType;
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public:
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/*!
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* Default constructor
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*/
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inline TriEdgeFlip() {}
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/*!
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* Constructor with <I>pos</I> type
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*/
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inline TriEdgeFlip(const PosType pos, int mark)
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{
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this->_pos = pos;
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this->_localMark = mark;
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this->_priority = ComputePriority();
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}
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/*!
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* Copy Constructor
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*/
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inline TriEdgeFlip(const TriEdgeFlip &par)
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{
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this->_pos = par.GetPos();
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this->_localMark = par.GetMark();
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this->_priority = par.Priority();
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}
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ScalarType ComputePriority()
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{
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/*
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1
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/|\
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/ | \
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2 | 3
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\ | /
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\|/
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0
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*/
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CoordType v0, v1, v2, v3;
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int i = this->_pos.E();
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v0 = this->_pos.F()->P0(i);
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v1 = this->_pos.F()->P1(i);
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v2 = this->_pos.F()->P2(i);
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v3 = this->_pos.F()->FFp(i)->P2(this->_pos.F()->FFi(i));
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// if the sum of angles in v2 e v3 is > 180, then the triangle
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// pair is not a delaunay triangulation
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ScalarType alpha = math::Abs(Angle(v0 - v2, v1 - v2));
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ScalarType beta = math::Abs(Angle(v0 - v3, v1 - v3));
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this->_priority = 180 - math::ToDeg((alpha + beta));
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return this->_priority;
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}
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};
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// This kind of flip minimize the variance of number of incident faces
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// on the vertices of two faces involved in the flip
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template <class TRIMESH_TYPE, class MYTYPE>
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class TopoEdgeFlip : public PlanarEdgeFlip<TRIMESH_TYPE, MYTYPE>
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{
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protected:
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typedef typename TRIMESH_TYPE::VertexPointer VertexPointer;
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typedef typename TRIMESH_TYPE::FaceType FaceType;
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typedef typename TRIMESH_TYPE::FacePointer FacePointer;
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typedef typename TRIMESH_TYPE::ScalarType ScalarType;
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typedef typename TRIMESH_TYPE::CoordType CoordType;
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typedef vcg::face::Pos<FaceType> PosType;
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typedef typename LocalOptimization<TRIMESH_TYPE>::HeapElem HeapElem;
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typedef typename LocalOptimization<TRIMESH_TYPE>::HeapType HeapType;
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typedef typename TRIMESH_TYPE::FaceIterator FaceIterator;
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typedef typename TRIMESH_TYPE::VertexIterator VertexIterator;
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public:
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/*!
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* Default constructor
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*/
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inline TopoEdgeFlip() {}
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/*!
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* Constructor with <I>pos</I> type
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*/
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inline TopoEdgeFlip(const PosType pos, int mark)
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{
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this->_pos = pos;
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this->_localMark = mark;
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this->_priority = ComputePriority();
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}
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/*!
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* Copy Constructor
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*/
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inline TopoEdgeFlip(const TopoEdgeFlip &par)
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{
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this->_pos = par.GetPos();
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this->_localMark = par.GetMark();
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this->_priority = par.Priority();
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}
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ScalarType ComputePriority()
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{
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/*
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1
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/|\
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/ | \
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2 | 3
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\ | /
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\|/
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0
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*/
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VertexPointer v0, v1, v2, v3;
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int i = this->_pos.E();
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v0 = this->_pos.F()->V0(i);
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v1 = this->_pos.F()->V1(i);
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v2 = this->_pos.F()->V2(i);
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v3 = this->_pos.F()->FFp(i)->V2(this->_pos.F()->FFi(i));
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// This kind of flip minimize the variance of number of incident faces
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// on the vertices of two faces involved in the flip
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ScalarType avg = (v0->Q() + v1->Q() + v2->Q() + v3->Q()) / 4.0;
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ScalarType varbefore = (powf(v0->Q() - avg, 2.0) +
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powf(v1->Q() - avg, 2.0) +
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powf(v2->Q() - avg, 2.0) +
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powf(v3->Q() - avg, 2.0)) / 4.0;
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ScalarType varafter = (powf(v0->Q() - 1 - avg, 2.0) +
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powf(v1->Q() - 1 - avg, 2.0) +
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powf(v2->Q() + 1 - avg, 2.0) +
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powf(v3->Q() + 1 - avg, 2.0)) / 4.0;
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this->_priority = varafter - varbefore;
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return this->_priority;
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}
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/*!
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* Execute the flipping of the edge
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*/
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void Execute(TRIMESH_TYPE &m)
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{
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int i = this->_pos.E();
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FacePointer f1 = this->_pos.F();
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FacePointer f2 = f1->FFp(i);
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int j = f1->FFi(i);
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// update the number of faces adjacent to vertices
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f1->V0(i)->Q()--;
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f1->V1(i)->Q()--;
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f1->V2(i)->Q()++;
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f2->V2(j)->Q()++;
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// do the flip
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vcg::face::FlipEdge(*this->_pos.F(), this->_pos.E());
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// avoid texture coordinates swap after flip
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if (tri::HasPerWedgeTexCoord(m)) {
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f2->WT((j + 1) % 3) = f1->WT((i + 2) % 3);
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f1->WT((i + 1) % 3) = f2->WT((j + 2) % 3);
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}
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}
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static void Init(TRIMESH_TYPE &m, HeapType &heap)
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{
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// reset quality field for each vertex
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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())
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(*vi).Q() = 0;
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// for each vertex, put the number of incident faces in quality field
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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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for(int i = 0; i < 3; i++)
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(*fi).V(i)->Q()++;
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TriEdgeFlip<TRIMESH_TYPE, MYTYPE>::Init(m, heap);
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}
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void UpdateHeap(HeapType &heap)
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{
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this->GlobalMark()++;
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VertexPointer v0, v1, v2, v3;
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int flipped = (this->_pos.E() + 1) % 3;
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FacePointer f1 = this->_pos.F();
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FacePointer f2 = this->_pos.F()->FFp(flipped);
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v0 = f1->V0(flipped);
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v1 = f1->V1(flipped);
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v2 = f1->V2(flipped);
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v3 = f2->V2(f1->FFi(flipped));
|
|
|
|
v0->IMark() = this->GlobalMark();
|
|
v1->IMark() = this->GlobalMark();
|
|
v2->IMark() = this->GlobalMark();
|
|
v3->IMark() = this->GlobalMark();
|
|
|
|
// edges of the first face, except the flipped edge
|
|
for(int i = 0; i < 3; i++) if(i != flipped) {
|
|
PosType newpos(f1, i);
|
|
Insert(heap, newpos, this->GlobalMark());
|
|
}
|
|
|
|
// edges of the second face, except the flipped edge
|
|
for(int i = 0; i < 3; i++) if(i != f1->FFi(flipped)) {
|
|
PosType newpos(f2, i);
|
|
Insert(heap, newpos, this->GlobalMark());
|
|
}
|
|
|
|
// every edge with v0, v1 v3 of f1
|
|
for(int i = 0; i < 3; i++) {
|
|
PosType startpos(f1, i);
|
|
PosType pos(startpos);
|
|
|
|
do { // go to the first border (if there is one)
|
|
pos.NextE();
|
|
} while(pos != startpos && !pos.IsBorder());
|
|
|
|
// if a border is reached, set startpos here
|
|
if(pos.IsBorder())
|
|
startpos = pos;
|
|
|
|
do {
|
|
VertexPointer v = pos.VFlip();
|
|
if(v != v0 && v != v1 && v != v2 && v != v3)
|
|
Insert(heap, pos, this->GlobalMark());
|
|
|
|
pos.NextE();
|
|
} while(pos != startpos && !pos.IsBorder());
|
|
}
|
|
|
|
PosType startpos(f2, (f1->FFi(flipped) + 2) % 3);
|
|
PosType pos(startpos);
|
|
|
|
do { // go to the first border (if there is one)
|
|
pos.NextE();
|
|
} while(pos != startpos && !pos.IsBorder());
|
|
|
|
// if a border is reached, set startpos here
|
|
if(pos.IsBorder())
|
|
startpos = pos;
|
|
|
|
do {
|
|
VertexPointer v = pos.VFlip();
|
|
if(v != v0 && v != v1 && v != v2 && v != v3)
|
|
Insert(heap, pos, this->GlobalMark());
|
|
|
|
pos.NextE();
|
|
} while(pos != startpos && !pos.IsBorder());
|
|
}
|
|
};
|
|
|
|
|
|
} // end of namespace tri
|
|
} // end of namespace vcg
|
|
|
|
#endif |