376 lines
12 KiB
C++
376 lines
12 KiB
C++
/****************************************************************************
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* VCGLib o o *
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* Visual and Computer Graphics Library o o *
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* _ O _ *
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* Copyright(C) 2004 \/)\/ *
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* Visual Computing Lab /\/| *
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* ISTI - Italian National Research Council | *
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* \ *
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* All rights reserved. *
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* *
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* This program is free software; you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation; either version 2 of the License, or *
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* (at your option) any later version. *
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* *
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* This program is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU General Public License (http://www.gnu.org/licenses/gpl.txt) *
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* for more details. *
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* *
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****************************************************************************/
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#ifndef __VCG_TRI_UPDATE_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 <vcg/simplex/face/topology.h>
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#include <vcg/complex/algorithms/update/flag.h>
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#include <vcg/complex/algorithms/stat.h>
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#include <algorithm>
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#include <vector>
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#include <stack>
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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/algorithms/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(HasPerVertexVFAdjacency(m) && HasPerFaceVFAdjacency(m));
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assert(HasPerVertexQuality(m));
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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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/** Clamp each vertex of the mesh with a range of values.
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*/
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static void VertexClamp(MeshType &m, float qmin, float qmax)
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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()=std::min(qmax, std::max(qmin,(*vi).Q()));
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}
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/** Normalize the vertex quality so that it fits in the specified range.
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*/
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static void VertexNormalize(MeshType &m, float qmin=0.0, float qmax=1.0)
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{
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ScalarType deltaRange = qmax-qmin;
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std::pair<ScalarType,ScalarType> minmax = tri::Stat<MeshType>::ComputePerVertexQualityMinMax(m);
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VertexIterator vi;
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for(vi = m.vert.begin(); vi != m.vert.end(); ++vi)
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(*vi).Q() = qmin+deltaRange*((*vi).Q() - minmax.first)/(minmax.second - minmax.first);
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}
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/** Normalize the face quality so that it fits in the specified range.
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*/
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static void FaceNormalize(MeshType &m, float qmin=0.0, float qmax=1.0)
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{
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ScalarType deltaRange = qmax-qmin;
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std::pair<ScalarType,ScalarType> minmax = tri::Stat<MeshType>::ComputePerFaceQualityMinMax(m);
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FaceIterator fi;
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for(fi = m.face.begin(); fi != m.face.end(); ++fi)
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(*fi).Q() = qmin+deltaRange*((*fi).Q() - minmax.first)/(minmax.second - minmax.first);
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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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/** Assign to each face of the mesh its double area.
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*/
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static void FaceArea(MeshType &m)
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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()=vcg::DoubleArea(*fi)/2;
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}
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static void FaceFromVertex( MeshType &m)
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{
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FaceIterator fi;
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for(fi=m.face.begin();fi!=m.face.end();++fi) if(!(*fi).IsD())
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{
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(*fi).Q() = ((*fi).V(0)->Q()+(*fi).V(1)->Q()+(*fi).V(2)->Q())/3.0f;
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}
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}
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static void VertexFromPlane(MeshType &m, const Plane3<ScalarType> &pl)
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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() =SignedDistancePlanePoint(pl,(*vi).cP());
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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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/*
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Saturate the vertex quality so that for each vertex the gradient of the quality is lower than the given threshold value (in absolute value)
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The saturation is done in a conservative way (quality is always decreased and never increased)
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Note: requires VF adjacency.
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*/
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static void VertexSaturate(MeshType &m, ScalarType gradientThr=1.0)
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{
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UpdateFlags<MeshType>::VertexClearV(m);
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std::stack<VertexPointer> st;
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st.push(&*m.vert.begin());
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while(!st.empty())
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{
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VertexPointer vc = st.top(); // the center
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//printf("Stack size %i\n",st.size());
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//printf("Pop elem %i %f\n",st.top() - &*m.vert.begin(), st.top()->Q());
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st.pop();
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vc->SetV();
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std::vector<VertexPointer> star;
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typename std::vector<VertexPointer>::iterator vvi;
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face::VVStarVF<FaceType>(vc,star);
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for(vvi=star.begin();vvi!=star.end();++vvi )
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{
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float &qi = (*vvi)->Q();
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float distGeom = Distance((*vvi)->cP(),vc->cP()) / gradientThr;
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// Main test if the quality varies more than the geometric displacement we have to lower something.
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if( distGeom < fabs(qi - vc->Q()))
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{
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// center = 0 other=10 -> other =
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// center = 10 other=0
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if(vc->Q() > qi) // first case: the center of the star has to be lowered (and re-inserted in the queue).
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{
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//printf("Reinserting center %i \n",vc - &*m.vert.begin());
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vc->Q() = qi+distGeom-0.00001f;
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assert( distGeom > fabs(qi - vc->Q()));
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st.push(vc);
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break;
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}
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else
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{
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// second case: you have to lower qi, the vertex under examination.
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assert( distGeom < fabs(qi - vc->Q()));
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assert(vc->Q() < qi);
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float newQi = vc->Q() + distGeom -0.00001f;
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assert(newQi <= qi);
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assert(vc->Q() < newQi);
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assert( distGeom > fabs(newQi - vc->Q()) );
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// printf("distGeom %f, qi %f, vc->Q() %f, fabs(qi - vc->Q()) %f\n",distGeom,qi,vc->Q(),fabs(qi - vc->Q()));
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qi = newQi;
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(*vvi)->ClearV();
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}
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}
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if(!(*vvi)->IsV())
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{
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st.push( *vvi);
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// printf("Reinserting side %i \n",*vvi - &*m.vert.begin());
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(*vvi)->SetV();
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}
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}
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}
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}
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}; //end class
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} // end namespace
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} // end namespace
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#endif
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