vcglib/vcg/complex/algorithms/create/advancing_front.h

575 lines
17 KiB
C++

/****************************************************************************
* VCGLib o o *
* Visual and Computer Graphics Library o o *
* _ O _ *
* Copyright(C) 2004-2016 \/)\/ *
* Visual Computing Lab /\/| *
* ISTI - Italian National Research Council | *
* \ *
* All rights reserved. *
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 of the License, or *
* (at your option) any later version. *
* *
* This program is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License (http://www.gnu.org/licenses/gpl.txt) *
* for more details. *
* *
****************************************************************************/
#ifndef MLS_ADVANCE_H
#define MLS_ADVANCE_H
#include <iostream>
#include <list>
#include <vcg/complex/algorithms/update/topology.h>
#include <vcg/complex/algorithms/update/flag.h>
namespace vcg {
namespace tri {
/* An active edge on the advancing front.
* belong to a triangle (v0,v1,v2)
* v0, v1 the active edge
* v2 internal vertex
*/
class FrontEdge {
public:
int v0, v1, v2; //v0, v1 represent the FrontEdge, v2 the other vertex
//in the face this FrontEdge belongs to
bool active; //keep tracks of wether it is in front or in deads
//the loops in the front are mantained as a double linked list
std::list<FrontEdge>::iterator next;
std::list<FrontEdge>::iterator previous;
FrontEdge() {}
FrontEdge(int _v0, int _v1, int _v2):
v0(_v0), v1(_v1), v2(_v2), active(true) {
assert(v0 != v1 && v1 != v2 && v0 != v2);
}
bool operator==(const FrontEdge& f) const
{
return ((v0 == f.v0) && (v1 == f.v1) && (v2 == f.v2) );
}
};
template <class MESH> class AdvancingFront {
public:
typedef typename MESH::VertexType VertexType;
typedef typename MESH::FaceType FaceType;
typedef typename MESH::FaceIterator FaceIterator;
typedef typename MESH::ScalarType ScalarType;
typedef typename MESH::VertexType::CoordType Point3x;
//class FrontEdgeLists
//{
//};
// protected:
std::list<FrontEdge> front;
std::list<FrontEdge> deads;
std::vector<int> nb; //number of fronts a vertex is into,
//this is used for the Visited and Border flags
//but adding topology may not be needed anymore
public:
MESH &mesh; //this structure will be filled by the algorithm
AdvancingFront(MESH &_mesh): mesh(_mesh) {
UpdateFlags<MESH>::FaceBorderFromNone(mesh);
UpdateFlags<MESH>::VertexBorderFromFaceBorder(mesh);
nb.clear();
nb.resize(mesh.vert.size(), 0);
CreateLoops();
}
virtual ~AdvancingFront() {}
void BuildMesh(CallBackPos call = NULL, int interval = 512)
{
float finalfacesext = mesh.vert.size() * 2.0f;
if(call) call(0, "Advancing front");
while(1) {
for(int i = 0; i < interval; i++) {
if(!front.size() && !SeedFace()) return;
AddFace();
if(call)
{
float rap = float(mesh.face.size()) / finalfacesext;
int perc = (int) (100.0f * rap);
(*call)(perc,"Adding Faces");
}
}
}
}
protected:
//Implement these functions in your subclass
enum ListID {FRONT,DEADS};
typedef std::pair< ListID,std::list<FrontEdge>::iterator > ResultIterator;
virtual bool Seed(int &v0, int &v1, int &v2) = 0;
// This function must find a vertex to be added to edge 'e'.
// return -1 in case of failure
virtual int Place(FrontEdge &e, ResultIterator &touch) = 0;
//create the FrontEdge loops from seed faces
void CreateLoops()
{
for(size_t i = 0; i < mesh.face.size(); i++)
{
FaceType &f = mesh.face[i];
if(f.IsD()) continue;
for(int k = 0; k < 3; k++) {
if(f.IsB(k)) {
addNewEdge(FrontEdge(tri::Index(mesh,f.V0(k)),tri::Index(mesh,f.V1(k)),tri::Index(mesh,f.V2(k))) );
nb[tri::Index(mesh,f.V0(k))]++;
}
}
}
for(std::list<FrontEdge>::iterator s = front.begin(); s != front.end(); s++) {
(*s).previous = front.end();
(*s).next = front.end();
}
//now create loops:
for(std::list<FrontEdge>::iterator s = front.begin(); s != front.end(); s++) {
for(std::list<FrontEdge>::iterator j = front.begin(); j != front.end(); j++) {
if(s == j) continue;
if((*s).v1 != (*j).v0) continue;
if((*j).previous != front.end()) continue;
(*s).next = j;
(*j).previous = s;
break;
}
}
for(std::list<FrontEdge>::iterator s = front.begin(); s != front.end(); s++) {
assert((*s).next != front.end());
assert((*s).previous != front.end());
}
}
bool SeedFace() {
int v[3];
bool success = Seed(v[0], v[1], v[2]);
if(!success) return false;
nb.resize(mesh.vert.size(), 0);
//create the border of the first face
std::list<FrontEdge>::iterator e = front.end();
std::list<FrontEdge>::iterator last = e;
std::list<FrontEdge>::iterator first;
for(int i = 0; i < 3; i++) {
int v0 = v[i];
int v1 = v[((i+1)%3)];
int v2 = v[((i+2)%3)];
mesh.vert[v0].SetB();
nb[v[i]]++;
e = front.insert(front.begin(), FrontEdge(v0, v1, v2));
if(i != 0) {
(*last).next = e;
(*e).previous = last;
} else
first = e;
last = e;
}
//connect last and first
(*last).next = first;
(*first).previous = last;
AddFace(v[0], v[1], v[2]);
return true;
}
public:
bool AddFace() {
if(!front.size()) return false;
std::list<FrontEdge>::iterator ei = front.begin();
FrontEdge &current = *ei;
FrontEdge &previous = *current.previous;
FrontEdge &next = *current.next;
int v0 = current.v0, v1 = current.v1;
assert(nb[v0] < 10 && nb[v1] < 10);
ResultIterator touch;
touch.first = FRONT;
touch.second = front.end();
int v2 = Place(current, touch);
if(v2 == -1) {
KillEdge(ei);
return false;
}
assert(v2 != v0 && v2 != v1);
if ( ( (touch.first == FRONT) && (touch.second != front.end()) ) ||
( (touch.first == DEADS) && (touch.second != deads.end()) ) )
{
//check for orientation and manifoldness
//touch == current.previous?
if(v2 == previous.v0) {
if(!CheckEdge(v2, v1)) {
KillEdge(ei);
return false;
}
/*touching previous FrontEdge (we reuse previous)
next
------->v2 -----> v1------>
\ /
\ /
previous \ / current
\ /
v0 */
Detach(v0);
std::list<FrontEdge>::iterator up = addNewEdge(FrontEdge(v2, v1, v0));
MoveFront(up);
(*up).previous = previous.previous;
(*up).next = current.next;
(*previous.previous).next = up;
next.previous = up;
Erase(current.previous);
Erase(ei);
Glue(up);
//touch == (*current.next).next
} else if(v2 == next.v1) {
if(!CheckEdge(v0, v2)) {
KillEdge(ei);
return false;
}
/*touching next FrontEdge (we reuse next)
previous
------->v0 -----> v2------>
\ /
\ /
\ / next
\ /
v1 */
Detach(v1);
std::list<FrontEdge>::iterator up = addNewEdge(FrontEdge(v0, v2, v1));
MoveFront(up);
(*up).previous = current.previous;
(*up).next = (*current.next).next;
previous.next = up;
(*next.next).previous = up;
Erase(current.next);
Erase(ei);
Glue(up);
} else {
if(!CheckEdge(v0, v2) || !CheckEdge(v2, v1)) {
KillEdge(ei);
return false;
}
//touching some loop: split (or merge it is local does not matter.
//like this
/*
left right
<--------v2-<------
/|\
/ \
up / \ down
/ \
/ V
----v0 - - - > v1---------
current */
std::list<FrontEdge>::iterator left = touch.second;
std::list<FrontEdge>::iterator right = (*touch.second).previous;
//this would be a really bad join
if(v1 == (*right).v0 || v0 == (*left).v1) {
KillEdge(ei);
return false;
}
nb[v2]++;
std::list<FrontEdge>::iterator down = addNewEdge(FrontEdge(v2, v1, v0));
std::list<FrontEdge>::iterator up = addNewEdge(FrontEdge(v0, v2, v1));
(*right).next = down;
(*down).previous = right;
(*down).next = current.next;
next.previous = down;
(*left).previous = up;
(*up).next = left;
(*up).previous = current.previous;
previous.next = up;
Erase(ei);
}
}
else if (((touch.first == FRONT) && (touch.second == front.end())) ||
((touch.first == DEADS) && (touch.second == deads.end())) )
{
// assert(CheckEdge(v0, v2));
// assert(CheckEdge(v2, v1));
/* adding a new vertex
v2
/|\
/ \
up / \ down
/ \
/ V
----v0 - - - > v1--------- */
assert(!mesh.vert[v2].IsB()); //fatal error! a new point is already a border?
nb[v2]++;
mesh.vert[v2].SetB();
std::list<FrontEdge>::iterator down = addNewEdge(FrontEdge(v2, v1, v0));
std::list<FrontEdge>::iterator up = addNewEdge(FrontEdge(v0, v2, v1));
(*down).previous = up;
(*up).next = down;
(*down).next = current.next;
next.previous = down;
(*up).previous = current.previous;
previous.next = up;
Erase(ei);
}
AddFace(v0, v2, v1);
return false;
}
protected:
void AddFace(int v0, int v1, int v2) {
FaceIterator fi = vcg::tri::Allocator<MESH>::AddFace(mesh,v0,v1,v2);
fi->N() = TriangleNormal(*fi).Normalize();
if(tri::HasVFAdjacency(mesh))
{
for(int j=0;j<3;++j)
{
(*fi).VFp(j) = (*fi).V(j)->VFp();
(*fi).VFi(j) = (*fi).V(j)->VFi();
(*fi).V(j)->VFp() = &(*fi);
(*fi).V(j)->VFi() = j;
}
}
}
void AddVertex(VertexType &vertex) {
VertexType *oldstart = NULL;
if(mesh.vert.size()) oldstart = &*mesh.vert.begin();
mesh.vert.push_back(vertex);
mesh.vn++;
VertexType *newstart = &*mesh.vert.begin();
if(oldstart && oldstart != newstart) {
for(int i = 0; i < mesh.face.size(); i++) {
FaceType &face = mesh.face[i];
for(int k = 0; k < 3; k++)
face.V(k) = newstart + (face.V(k) - oldstart);
}
}
nb.push_back(0);
}
// Given a possible new edge v0-v1
// it checks that:
// 1) the orientation is consistent (all the faces with vertex v0 and v1 have the edge in the opposite way)
// 2) the edge appears at least once
bool CheckEdge(int v0, int v1) {
int tot = 0;
VertexType *vv0 = &(mesh.vert[v0]);
VertexType *vv1 = &(mesh.vert[v1]);
if(tri::HasVFAdjacency(mesh))
{
face::VFIterator<FaceType> vfi(vv0);
for (;!vfi.End();++vfi)
{
FaceType *f = vfi.F();
for(int k = 0; k < 3; k++) {
if(vv0 == f->V0(k) && vv1 == f->V1(k)) //orientation non constistent
return false;
else if(vv1 == f->V0(k) && vv0 == f->V1(k)) ++tot;
}
}
return true;
}
for(int i = 0; i < (int)mesh.face.size(); i++) {
FaceType &f = mesh.face[i];
for(int k = 0; k < 3; k++) {
if(vv0 == f.V0(k) && vv1 == f.V1(k)) //orientation non constistent
return false;
else if(vv1 == f.V0(k) && vv0 == f.V1(k)) ++tot;
}
if(tot >= 2) { //non manifold
return false;
}
}
return true;
}
//front management:
//Add a new FrontEdge to the back of the queue
std::list<FrontEdge>::iterator addNewEdge(FrontEdge e) {
return front.insert(front.end(), e);
}
//move an Edge among the dead ones
void KillEdge(std::list<FrontEdge>::iterator e)
{
if (e->active)
{
(*e).active = false;
//std::list<FrontEdge>::iterator res = std::find(front.begin(),front.end(),e);
FrontEdge tmp = *e;
deads.splice(deads.end(), front, e);
std::list<FrontEdge>::iterator newe = std::find(deads.begin(),deads.end(),tmp);
tmp.previous->next = newe;
tmp.next->previous = newe;
}
}
void Erase(std::list<FrontEdge>::iterator e) {
if((*e).active) front.erase(e);
else deads.erase(e);
}
//move an FrontEdge to the back of the queue
void MoveBack(std::list<FrontEdge>::iterator e) {
front.splice(front.end(), front, e);
}
void MoveFront(std::list<FrontEdge>::iterator e) {
front.splice(front.begin(), front, e);
}
//check if e can be sewed with one of oits neighbours
bool Glue(std::list<FrontEdge>::iterator e) {
return Glue((*e).previous, e) || Glue(e, (*e).next);
}
//Glue toghether a and b (where a.next = b
bool Glue(std::list<FrontEdge>::iterator a, std::list<FrontEdge>::iterator b) {
if((*a).v0 != (*b).v1) return false;
std::list<FrontEdge>::iterator previous = (*a).previous;
std::list<FrontEdge>::iterator next = (*b).next;
(*previous).next = next;
(*next).previous = previous;
Detach((*a).v1);
Detach((*a).v0);
Erase(a);
Erase(b);
return true;
}
void Detach(int v) {
assert(nb[v] > 0);
if(--nb[v] == 0) {
mesh.vert[v].ClearB();
}
}
};
template <class MESH> class AdvancingTest: public AdvancingFront<MESH> {
public:
typedef typename MESH::VertexType VertexType;
typedef typename MESH::VertexIterator VertexIterator;
typedef typename MESH::FaceType FaceType;
typedef typename MESH::FaceIterator FaceIterator;
typedef typename MESH::ScalarType ScalarType;
typedef typename MESH::VertexType::CoordType Point3x;
AdvancingTest(MESH &_mesh): AdvancingFront<MESH>(_mesh) {}
bool Seed(int &v0, int &v1, int &v2) {
VertexType v[3];
v[0].P() = Point3x(0, 0, 0);
v[1].P() = Point3x(1, 0, 0);
v[2].P() = Point3x(0, 1, 0);
v[0].ClearFlags();
v[1].ClearFlags();
v[2].ClearFlags();
v0 = this->mesh.vert.size();
AddVertex(v[0]);
v1 = this->mesh.vert.size();
AddVertex(v[1]);
v2 = this->mesh.vert.size();
AddVertex(v[2]);
return true;
}
int Place(FrontEdge &e, typename AdvancingFront<MESH>::ResultIterator &touch)
{
Point3f p[3];
p[0] = this->mesh.vert[e.v0].P();
p[1] = this->mesh.vert[e.v1].P();
p[2] = this->mesh.vert[e.v2].P();
Point3f point = p[0] + p[1] - p[2];
int vn = this->mesh.vert.size();
for(int i = 0; i < this->mesh.vert.size(); i++)
{
if((this->mesh.vert[i].P() - point).Norm() < 0.1)
{
vn = i;
//find the border
assert(this->mesh.vert[i].IsB());
for(std::list<FrontEdge>::iterator k = this->front.begin(); k != this->front.end(); k++)
if((*k).v0 == i)
{
touch.first = AdvancingFront<MESH>::FRONT;
touch.second = k;
}
for(std::list<FrontEdge>::iterator k = this->deads.begin(); k != this->deads.end(); k++)
if((*k).v0 == i)
if((*k).v0 == i)
{
touch.first = AdvancingFront<MESH>::FRONT;
touch.second = k;
}
break;
}
}
if(vn == this->mesh.vert.size()) {
VertexType v;
v.P() = point;
v.ClearFlags();
AddVertex(v);
}
return vn;
}
};
}//namespace tri
}//namespace vcg
#endif