meshlab/src/meshlabplugins/edit_point/connectedComponent.h

199 lines
7.8 KiB
C++

#ifndef CONNECTEDCOMPONENT_H
#define CONNECTEDCOMPONENT_H
#include <QTime>
#include "knnGraph.h"
#include <vector>
#include <stack>
#include <vcg/complex/complex.h>
#include <vcg/complex/allocate.h>
#include <vcg/complex/algorithms/update/flag.h>
#include <vcg/space/fitting3.h>
using namespace std;
using namespace vcg;
template <typename _MyMeshType, typename _MyVertexType>
class ComponentFinder {
public:
static std::vector<_MyVertexType*> &FindComponent(_MyMeshType& m, float dim, vector<_MyVertexType*> &borderVect, vector<_MyVertexType*> &notReachableVect, bool fitting = false, float planeDim = 0.0, float distanceFromPlane = 0.0, Plane3<typename _MyMeshType::ScalarType> *fittingPlane = NULL);
static void DeletePerVertexAttribute(_MyMeshType& m);
static void Dijkstra(_MyMeshType& m, _MyVertexType& v, int numOfNeighbours, float maxHopDist, vector<_MyVertexType*> &notReachableVect);
};
/** This function returns a vector which stores pointers to the vertices of the connected component with
* max distance 'dim' from the center. It assumes that the vertices have the DistParam attribute, so
* we don't have to know where is the center.
* The border is also computed, using the notReachableVect parameter, which stores the vertices we
* couldn't reach because of the hop distance.
*
* We can specify to fit some points: in this case first we compute the fitting plane (vcg library method),
* then we calculate the connected component and the border.
**/
template <typename _MyMeshType, typename _MyVertexType>
std::vector<_MyVertexType*> &ComponentFinder<_MyMeshType, _MyVertexType>::FindComponent(_MyMeshType& m, float dim, vector<_MyVertexType*> &borderVect, vector<_MyVertexType*> &notReachableVect, bool fitting, float planeDim, float distanceFromPlane, Plane3<typename _MyMeshType::ScalarType> *fittingPlane) {
vector<_MyVertexType*> *resultVect = new vector<_MyVertexType*>();
vector<typename _MyMeshType::CoordType> pointToFit = vector<typename _MyMeshType::CoordType>();
tri::UpdateFlags<_MyMeshType>::VertexClearV(m);
bool hasDistParam = vcg::tri::HasPerVertexAttribute(m, "DistParam");
typename _MyMeshType::template PerVertexAttributeHandle<float> distFromCenter;
if (hasDistParam) distFromCenter = vcg::tri::Allocator<_MyMeshType>::template GetPerVertexAttribute<float>(m, std::string("DistParam"));
else return *resultVect;
for (typename _MyMeshType::VertexIterator vi = m.vert.begin(); vi != m.vert.end(); vi++) {
if (fitting) {
if (distFromCenter[vi] < planeDim) {
pointToFit.push_back(vi->cP());
}
}
else if (distFromCenter[vi] < dim) resultVect->push_back(&*vi);
}
typename vector<_MyVertexType*>::iterator it;
if (fitting) {
vcg::PlaneFittingPoints(pointToFit, *fittingPlane);
for (typename _MyMeshType::VertexIterator vi = m.vert.begin(); vi != m.vert.end(); vi++) {
if (distFromCenter[vi] < dim && math::Abs(vcg::SignedDistancePlanePoint<typename _MyMeshType::ScalarType>(*fittingPlane, vi->cP())) < distanceFromPlane) resultVect->push_back(&*vi);
}
for (it = notReachableVect.begin(); it != notReachableVect.end(); it++) {
if (distFromCenter[*it] < dim && math::Abs(vcg::SignedDistancePlanePoint<typename _MyMeshType::ScalarType>(*fittingPlane, (*it)->cP())) < distanceFromPlane) borderVect.push_back(*it);
}
}
else {
for (it = notReachableVect.begin(); it != notReachableVect.end(); it++) {
if (distFromCenter[*it] < dim) borderVect.push_back(*it);
}
}
return *resultVect;
}
/* This class is used in the priority queue to order the nodes */
template <typename _MyMeshType, typename _MyVertexType>
class Compare {
private:
typename _MyMeshType::template PerVertexAttributeHandle<float> *distFromCenter;
public:
Compare(typename _MyMeshType::template PerVertexAttributeHandle<float> *distFromCenter) {
this->distFromCenter = distFromCenter;
}
bool operator() (const _MyVertexType* lhs, const _MyVertexType* rhs) const
{
return (*distFromCenter)[*lhs] > (*distFromCenter)[*rhs];
}
};
/** This function is used to calculate the minimum distances between one point (v) and all the others
* in the mesh. We use the Dijkstra algorithm with one change: only arcs with a cost less or equal
* of maxHopDist will be taken into account.
* In the first call of this method, when neither DistParam or KNNGraph are present, we create these
* attributes and we construct the KNNGraph.
* The notReachableVect is returned in order to calculate the border in other methods.
**/
template <typename _MyMeshType, typename _MyVertexType>
void ComponentFinder<_MyMeshType, _MyVertexType>::Dijkstra(_MyMeshType& m, _MyVertexType& v, int numOfNeighbours, float maxHopDist, vector<_MyVertexType*> &notReachableVect) {
bool hasKNNGraph = vcg::tri::HasPerVertexAttribute(m, "KNNGraph");
bool hasDistParam = vcg::tri::HasPerVertexAttribute(m, "DistParam");
notReachableVect.clear();
typename _MyMeshType::template PerVertexAttributeHandle<float> distFromCenter;
if (!hasDistParam) {
distFromCenter = vcg::tri::Allocator<_MyMeshType>::template AddPerVertexAttribute<float>(m, std::string("DistParam"));
}
else distFromCenter = vcg::tri::Allocator<_MyMeshType>::template GetPerVertexAttribute<float>(m, std::string("DistParam"));
if (!hasKNNGraph) {
KNNTree<_MyMeshType, _MyVertexType>::MakeKNNTree(m, numOfNeighbours);
}
typename _MyMeshType::template PerVertexAttributeHandle<vector<_MyVertexType*>* > neighboursVect = vcg::tri::Allocator<_MyMeshType>::template GetPerVertexAttribute<vector<_MyVertexType*>* >(m,"KNNGraph");
typename vector<_MyVertexType*>::iterator it;
// For Dijkstra algorithm we use a Priority Queue
typedef priority_queue<_MyVertexType*, vector<_MyVertexType*>, Compare<_MyMeshType, _MyVertexType> > VertPriorityQueue;
Compare<_MyMeshType, _MyVertexType> Comparator(&distFromCenter);
VertPriorityQueue prQueue (Comparator);
for (typename _MyMeshType::VertexIterator vi = m.vert.begin(); vi != m.vert.end(); vi++)
distFromCenter[vi] = numeric_limits<float>::max();
distFromCenter[v] = 0.f;
tri::UpdateFlags<_MyMeshType>::VertexClearV(m);
prQueue.push(&v);
v.SetV();
float distance;
_MyVertexType* element;
while (!prQueue.empty()) {
element = prQueue.top();
prQueue.pop();
for (it = neighboursVect[element]->begin(); it != neighboursVect[element]->end(); it++)
{
//I have not to compute the arches connecting vertices already visited.
if (!(*it)->IsV())
{
distance = vcg::Distance((*it)->P(), element->P());
// we take into account only the arcs with a distance less or equal to maxHopDist
if (distance <= maxHopDist)
{
if ((distFromCenter[*element] + distance) < distFromCenter[*it])
distFromCenter[*it] = distFromCenter[*element] + distance;
if (!(*it)->IsV()) {
prQueue.push(*it);
(*it)->SetV();
}
}
// all the other are the notReachable arcs
else if (distance > maxHopDist) notReachableVect.push_back(element);
}
}
}
}
/**
* Used to free memory
**/
template <typename _MyMeshType, typename _MyVertexType>
void ComponentFinder<_MyMeshType, _MyVertexType>::DeletePerVertexAttribute(_MyMeshType& m) {
KNNTree<_MyMeshType, _MyVertexType>::DeleteKNNTree(m);
bool hasDistParam = vcg::tri::HasPerVertexAttribute(m, "DistParam");
if (hasDistParam) {
vcg::tri::Allocator<_MyMeshType>::DeletePerVertexAttribute(m, "DistParam");
}
return;
}
#endif // CONNECTEDCOMPONENT_H