280 lines
9.1 KiB
C++
280 lines
9.1 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 1.7 2005/03/17 16:16:08 cignoni
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removed small gcc compiling issues
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Revision 1.6 2005/03/15 11:48:50 cignoni
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Added missing include assert and improved comments and requirements of geodesic quality
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Revision 1.5 2004/07/15 00:13:39 cignoni
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Better doxigen documentation
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Revision 1.4 2004/07/06 06:29:53 cignoni
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removed assumption of a using namespace std and added a missing include
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Revision 1.3 2004/06/24 15:15:12 cignoni
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Better Doxygen documentation
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Revision 1.2 2004/05/10 13:43:00 cignoni
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Added use of VFIterator in VertexGeodesicFromBorder
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Revision 1.1 2004/03/31 14:59:14 cignoni
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First working version!
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Revision 1.2 2004/03/29 14:26:57 cignoni
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First working version!
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****************************************************************************/
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#ifndef __VCG_TRI_UPDATE_QUALITY
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#define __VCG_TRI_UPDATE_QUALITY
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#include <vcg/simplex/face/pos.h>
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#include <algorithm>
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#include <vector>
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#include <assert.h>
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namespace vcg {
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namespace tri {
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/// \ingroup trimesh
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/// \headerfile quality.h vcg/complex/trimesh/update/quality.h
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/// \brief Generation of per-vertex and per-face qualities.
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/**
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It works according to various strategy, like geodesic distance from the border (UpdateQuality::VertexGeodesicFromBorder) or curvature ecc.
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This class is templated over the mesh and (like all other Update* classes) has only static members; Typical usage:
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\code
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MyMeshType m;
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UpdateQuality<MyMeshType>::VertexGeodesicFromBorder(m);
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\endcode
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*/
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template <class UpdateMeshType>
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class UpdateQuality
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{
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public:
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typedef UpdateMeshType MeshType;
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typedef typename MeshType::ScalarType ScalarType;
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typedef typename MeshType::VertexType VertexType;
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typedef typename MeshType::VertexPointer VertexPointer;
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typedef typename MeshType::VertexIterator VertexIterator;
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typedef typename MeshType::FaceType FaceType;
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typedef typename MeshType::FacePointer FacePointer;
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typedef typename MeshType::FaceIterator FaceIterator;
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class VQualityHeap
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{
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public:
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float q;
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VertexPointer p;
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inline VQualityHeap( VertexPointer np )
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{
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q = np->Q();
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p = np;
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}
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// Attenzione il minore e' maggiore
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inline bool operator < ( const VQualityHeap & vq ) const { return q > vq.q; }
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inline bool operator == ( const VQualityHeap & vq ) const { return q == vq.q; }
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inline bool operator > ( const VQualityHeap & vq ) const { return q < vq.q; }
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inline bool operator != ( const VQualityHeap & vq ) const { return q != vq.q; }
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inline bool operator <= ( const VQualityHeap & vq ) const { return q >= vq.q; }
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inline bool operator >= ( const VQualityHeap & vq ) const { return q <= vq.q; }
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inline bool is_valid() const { return q==p->Q(); }
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};
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// *** IMPORTANT REQUIREMENTS
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// VF topology
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// Border FLags
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// tri::UpdateTopology<SMesh>::VertexFace(sm);
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// tri::UpdateFlags<SMesh>::FaceBorderFromVF(sm);
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//
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// Calcola la qualita' come distanza geodesica dal bordo della mesh.
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// Robusta funziona anche per mesh non manifold.
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// La qualita' memorizzata indica la distanza assoluta dal bordo della mesh.
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// Nota prima del 13/11/03 in alcuni casi rari SPT andava in loop perche' poteva capitare
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// che per approx numeriche ben strane pw->Q() > pv->Q()+d ma durante la memorizzazione
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// della nuova distanza essa rimanesse uguale a prima. Patchato rimettendo i vertici nello
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// heap solo se migliorano la distanza di un epsilon == 1/100000 della mesh diag.
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/// \brief Compute, for each vertex of the mesh the geodesic distance from the border of the mesh itself.
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/**
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It uses the classical Dijkstra Shortest Path Tree algorithm.
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The geodesic distance is approximated by allowing to walk only along edges of the mesh.
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\warning VF topology, Per Vertex Quality and border flags already computed (see UpdateFlags::FaceBorderFromVF and UpdateTopology::VertexFace);
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*/
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static void VertexGeodesicFromBorder(MeshType &m) // R1
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{
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//Requirements
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assert(m.HasVFTopology());
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assert(m.HasPerVertexQuality());
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std::vector< VQualityHeap > heap;
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VertexIterator v;
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FaceIterator f;
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int j;
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for(v=m.vert.begin();v!=m.vert.end();++v)
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(*v).Q() = -1;
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for(f=m.face.begin();f!=m.face.end();++f) // Inserisco nell'heap i v di bordo
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if(!(*f).IsD())
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for(j=0;j<3;++j)
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if( (*f).IsB(j) )
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{
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for(int k=0;k<2;++k)
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{
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VertexPointer pv = (*f).V((j+k)%3);
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if( pv->Q()==-1 )
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{
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pv->Q() = 0;
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heap.push_back(VQualityHeap(pv));
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}
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}
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}
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const ScalarType loc_eps=m.bbox.Diag()/ScalarType(100000);
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while( heap.size()!=0 ) // Shortest path tree
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{
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VertexPointer pv;
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std::pop_heap(heap.begin(),heap.end());
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if( ! heap.back().is_valid() )
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{
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heap.pop_back();
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continue;
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}
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pv = heap.back().p;
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heap.pop_back();
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for(face::VFIterator<FaceType> vfi(pv) ; !vfi.End(); ++vfi )
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{
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for(int k=0;k<2;++k)
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{
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VertexPointer pw;
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float d;
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if(k==0) pw = vfi.f->V1(vfi.z);
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else pw = vfi.f->V2(vfi.z);
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d = Distance(pv->P(),pw->P());
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if( pw->Q()==-1 || pw->Q() > pv->Q()+d + loc_eps)
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{
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pw->Q() = pv->Q()+d;
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heap.push_back(VQualityHeap(pw));
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std::push_heap(heap.begin(),heap.end());
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}
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}
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}
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}
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for(v=m.vert.begin();v!=m.vert.end();++v)
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if(v->Q()==-1)
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v->Q() = 0;
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}
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/** Assign to each vertex of the mesh a constant quality value. Useful for initialization.
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*/
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static void VertexConstant(MeshType &m, float q)
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{
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VertexIterator vi;
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for(vi=m.vert.begin();vi!=m.vert.end();++vi) if(!(*vi).IsD())
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(*vi).Q()=q;
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}
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/** Assign to each face of the mesh a constant quality value. Useful for initialization.
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*/
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static void FaceConstant(MeshType &m, float q)
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{
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FaceIterator fi;
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for(fi=m.face.begin();fi!=m.face.end();++fi)
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(*fi).Q()=q;
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}
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static void VertexFromGaussianCurvature(MeshType &m)
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{
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VertexIterator vi;
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for(vi=m.vert.begin();vi!=m.vert.end();++vi) if(!(*vi).IsD())
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(*vi).Q() = (*vi).Kg();
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}
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static void VertexFromMeanCurvature(MeshType &m)
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{
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VertexIterator vi;
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for(vi=m.vert.begin();vi!=m.vert.end();++vi) if(!(*vi).IsD())
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(*vi).Q() = (*vi).Kh();
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}
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/*
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* Absolute Curvature
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*
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* 2|H| if K >= 0
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* |k1| + |k2| = <
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* 2 * sqrt(|H|^2-K) otherwise
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*
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* defs and formulas taken from
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*
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* Improved curvature estimation for watershed segmentation of 3-dimensional meshes
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* S Pulla, A Razdan, G Farin - Arizona State University, Tech. Rep, 2001
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* and from
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* Optimizing 3D triangulations using discrete curvature analysis
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* N Dyn, K Hormann, SJ Kim, D Levin - Mathematical Methods for Curves and Surfaces: Oslo, 2000
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*/
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static void VertexFromAbsoluteCurvature(MeshType &m)
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{
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VertexIterator vi;
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for(vi=m.vert.begin();vi!=m.vert.end();++vi) if(!(*vi).IsD())
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{
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if((*vi).Kg() >= 0)
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(*vi).Q() = math::Abs( 2*(*vi).Kh() );
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else
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(*vi).Q() = 2*math::Sqrt(math::Abs( (*vi).Kh()*(*vi).Kh() - (*vi).Kg()));
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}
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}
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/*
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* RMS Curvature = sqrt(4H^2-2K)
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* def and formula taken from
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*
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* Improved curvature estimation for watershed segmentation of 3-dimensional meshes
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* S Pulla, A Razdan, G Farin - Arizona State University, Tech. Rep, 2001
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*/
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static void VertexFromRMSCurvature(MeshType &m)
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{
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VertexIterator vi;
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for(vi=m.vert.begin();vi!=m.vert.end();++vi) if(!(*vi).IsD())
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(*vi).Q() = math::Sqrt(math::Abs( 4*(*vi).Kh()*(*vi).Kh() - 2*(*vi).Kg()));
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}
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}; //end class
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} // end namespace
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} // end namespace
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#endif
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