Paolo Cignoni cignoni 457eaae5f4 Several Improvements
2007-08-20 09:22:47 +00:00

341 lines
9.5 KiB
C++

#ifndef MESHCUTTING_H
#define MESHCUTTING_H
#ifdef max
#undef max
#endif
#include <iostream>
#include <fstream>
#include <cstdlib>
#include <queue>
#include <set>
#include <math.h>
#include <limits>
#include <vcg/container/simple_temporary_data.h>
#include <vcg/simplex/face/pos.h>
#include <vcg/complex/trimesh/base.h>
#include <vcg/simplex/vertexplus/base.h>
#include <vcg/simplex/faceplus/base.h>
#include <vcg/space/point3.h>
#include <vcg/complex/trimesh/update/normal.h>
#include <curvaturetensor.h>
#include <vcg/complex/trimesh/update/color.h>
#include <vcg/math/histogram.h>
#include <vcg/complex/trimesh/stat.h>
namespace vcg {
enum MarkType {
U, //unmarked
F, //foreground
B, //background
iF, //inputForeground
iB //inputBackground
};
class MarkData {
public:
MarkType Mark;
};
template <class VERTEX_TYPE> class CuttingTriplet {
public:
VERTEX_TYPE *v;
float d; //improved isophotic distance from nearest vertex v* in N
MarkType m; //marking label of v*
};
template <class VERTEX_TYPE> class MinTriplet {
public:
bool operator() (const CuttingTriplet<VERTEX_TYPE> & a, const CuttingTriplet<VERTEX_TYPE> & b) const {
return (a.d < b.d);
}
};
template <class MESH_TYPE> class MeshCutting {
typedef typename MESH_TYPE::FaceIterator FaceIterator;
typedef typename MESH_TYPE::VertexIterator VertexIterator;
typedef typename MESH_TYPE::VertContainer VertContainer;
typedef typename MESH_TYPE::VertexType VertexType;
typedef typename MESH_TYPE::FaceType FaceType;
typedef typename MESH_TYPE::CoordType CoordType;
typedef typename MESH_TYPE::CoordType::ScalarType ScalarType;
typedef priority_queue<CuttingTriplet<VertexType>, vector<CuttingTriplet<VertexType> >, MinTriplet<VertexType> > TripletQueue;
private:
MESH_TYPE * mesh;
SimpleTempData<VertContainer, MarkData> *TDMarkPtr;
SimpleTempData<VertContainer, CurvData> *TDCurvPtr;
TripletQueue Q;
set<CuttingTriplet<VertexType>, MinTriplet<VertexType> > setQ; //usato come coda principale, serve a garantire l'ordinamento e allo stesso tempo a permettere la cancellazione di elementi in ordine sparso
multimap<VertexType*,VertexType*> VertToV; //ogni vertice inserito nella coda principale ha una coppia qui che punta al vertice che ne ha provocato l'inserimento
map<VertexType*,CuttingTriplet<VertexType> > VToTriplet; //ogni vertice ha una referenza alle triplette da esso inserite
float ImprovedIsophoticDist(VertexType * p, VertexType * q) {
float dist;
float kpq = 0.0f;
const float e = 2.71828182845904523536;
const float W1 = 5.0f;
const float W2 = 5.0f;
Matrix33<float> n_nMatrix;
Point3<float> ViVj = p->P() - q->P();
Point3<float> Tij;
Point3<float> n = p->N();
n = n.Normalize();
n_nMatrix.ExternalProduct(n, n);
Tij = (n_nMatrix * ViVj).Normalize();
float cos = (Tij * (*TDCurvPtr)[*p].T1.Normalize());
cos *= cos;
//k = k1 * cos^2(@) + k2 * sin^2(@); @ = angle between T1 and direction P->Q projected onto the plane N
kpq = ((*TDCurvPtr)[*p].k1 * cos) + ((*TDCurvPtr)[*p].k2 * (1 - cos));
if (kpq < 0)
kpq = powf(e,fabs(kpq)) -1;
dist = (p->P() - q->P()).Norm() + (W1 * (p->N() - q->N()).Norm()) + (W2 * kpq);
return dist;
}
void AddNearestToQ(VertexType * v, std::ofstream & file) {
float dist = 0.0f;
float min_dist = std::numeric_limits<float>::max();
VertexType* nearestV=0;
VertexType* tempV=0;
vcg::face::VFIterator<FaceType> vi(v);
FaceType * first_face = v->VFp();
vcg::face::Pos<FaceType> pos(first_face, v->VFi(), v);
pos.NextE();
for (;pos.F() != first_face; pos.NextE()) {
for (int i = 0; i < 3; ++i) {
tempV = pos.F()->V(i);
if (tempV->P() != v->P() && (*TDMarkPtr)[tempV].Mark == U) {
dist = ImprovedIsophoticDist(v, tempV);
if (dist < min_dist) {
min_dist = dist;
nearestV = tempV;
}
}
}
}
if (nearestV) {
CuttingTriplet<VertexType> tempTriplet;
tempTriplet.v = nearestV;
tempTriplet.d = min_dist;
switch((*TDMarkPtr)[v].Mark) {
case iF: tempTriplet.m = F; break;
case iB: tempTriplet.m = B; break;
default : tempTriplet.m = (*TDMarkPtr)[v].Mark; break;
}
setQ.insert(tempTriplet);
VertToV.insert(make_pair(tempTriplet.v, v));
VToTriplet.insert(make_pair(v,tempTriplet));
if (file) file << "inserita tripletta con distanza: " << tempTriplet.d << std::endl;
}
}
public:
MeshCutting(MESH_TYPE * ms) {
mesh = ms;
TDMarkPtr = new SimpleTempData<VertContainer, MarkData>((*mesh).vert);
TDMarkPtr->Start(MarkData());
TDCurvPtr = new SimpleTempData<VertContainer, CurvData>((*mesh).vert);
TDCurvPtr->Start(CurvData());
}
~MeshCutting() {
TDMarkPtr->Stop();
TDCurvPtr->Stop();
}
inline void Mark(VertexType * v, MarkType m) {
(*TDMarkPtr)[*v].Mark = m;
}
void MeshCut() {
VertexIterator vi;
int vertex_to_go = 0;
int inputCounter = 0;
for (vi=(*mesh).vert.begin(); vi!=(*mesh).vert.end(); ++vi) {
if ( !vi->IsD() && (*TDMarkPtr)[*vi].Mark != iF && (*TDMarkPtr)[*vi].Mark != iB) {
(*TDMarkPtr)[*vi].Mark = U;
++vertex_to_go;
} else {
++inputCounter;
}
}
//check if no input is given to prevent infinite loop.
if (!inputCounter) return;
std::ofstream file;
file.open("editsegment.log");
//Computing principal curvatures and directions for all vertices
vcg::CurvatureTensor<MESH_TYPE>ct(mesh, TDCurvPtr);
ct.ComputeCurvatureTensor();
//now each vertex has principals curvatures and directions in its temp data
if (file) file << "Inizializzazione da input." << std::endl;
//second iteration on the marked vertex
for (vi=(*mesh).vert.begin(); vi!=(*mesh).vert.end(); ++vi) {
if ( !vi->IsD() && ((*TDMarkPtr)[*vi].Mark != U))
AddNearestToQ(&(*vi),file);
}
if (file) file << "Fine inizializzazione da input. Elementi aggiunti: " << setQ.size() << std::endl;
while (vertex_to_go != 0) {
//algorithm main loop
if (setQ.empty()) {
if (file) file << "Coda vuota. Re-Inizializzazione." << std::endl;
for (vi=(*mesh).vert.begin(); vi!=(*mesh).vert.end(); ++vi) {
if ( !vi->IsD() && ((*TDMarkPtr)[*vi].Mark != U))
AddNearestToQ(&(*vi),file);
}
if (setQ.empty()) break;
} else {
CuttingTriplet<VertexType> tempTriplet;
//prendo la tripletta con distanza minima
tempTriplet = *(setQ.begin());
assert((*TDMarkPtr)[tempTriplet.v].Mark == U);
(*TDMarkPtr)[tempTriplet.v].Mark = tempTriplet.m;
--vertex_to_go;
if (file) file << "Estratta tripletta con distanza: " << tempTriplet.d << std::endl;
//prendo tutti i vertici che avevano inserito il vertice estratto
vector<VertexType*> tempVertex;
typedef multimap<VertexType*,VertexType*>::iterator MMI;
pair<MMI,MMI> mm_range = VertToV.equal_range(tempTriplet.v);
for (MMI mm_iter = mm_range.first; mm_iter != mm_range.second; ++mm_iter) {
tempVertex.push_back(mm_iter->second);
}
VertToV.erase(tempTriplet.v);
//rimuovo dalla coda tutte le triplette che sono state inserite dai vertici presi prima
vector<VertexType*>::iterator tempV_iter;
for (tempV_iter = tempVertex.begin(); tempV_iter != tempVertex.end(); tempV_iter++) {
if (setQ.find(VToTriplet[*tempV_iter]) != setQ.end())
setQ.erase(setQ.find(VToTriplet[*tempV_iter]));
if (VToTriplet.find(*tempV_iter) != VToTriplet.end() )
VToTriplet.erase(VToTriplet.find(*tempV_iter));
}
for (tempV_iter = tempVertex.begin(); tempV_iter != tempVertex.end(); tempV_iter++) {
AddNearestToQ((*tempV_iter), file);
}
AddNearestToQ(tempTriplet.v, file);
tempVertex.clear();
}
}
VToTriplet.clear();
setQ.clear();
VertToV.clear();
if (file) file.close();
}
void Colorize(bool selectForeground) {
FaceIterator fi;
int count;
if (selectForeground) {
for (fi = mesh->face.begin(); fi != mesh->face.end(); ++fi) {
count = 0;
for (int i = 0; i<3; ++i) {
if ( (*TDMarkPtr)[(*fi).V(i)].Mark == F || (*TDMarkPtr)[(*fi).V(i)].Mark == iF ) ++count;
}
if (count == 3)
(*fi).SetS();
else
(*fi).ClearS();
}
} else {
for (fi = mesh->face.begin(); fi != mesh->face.end(); ++fi) {
count = 0;
for (int i = 0; i<3; ++i) {
if ( (*TDMarkPtr)[(*fi).V(i)].Mark == B || (*TDMarkPtr)[(*fi).V(i)].Mark == iB ) ++count;
}
if (count == 3)
(*fi).SetS();
else
(*fi).ClearS();
}
}
}
//debugging function
void ColorizeCurvature(bool gaussian) {
vcg::CurvatureTensor<MESH_TYPE>ct(mesh, TDCurvPtr);
ct.ComputeCurvatureTensor();
VertexIterator vi;
if (gaussian) { //gaussian
for (vi = mesh->vert.begin(); vi != mesh->vert.end(); ++vi) {
float gauss = (*TDCurvPtr)[*vi].k1 * (*TDCurvPtr)[*vi].k2;
vi->Q() = gauss;
}
} else { //mean
for (vi = mesh->vert.begin(); vi != mesh->vert.end(); ++vi) {
float mean = ((*TDCurvPtr)[*vi].k1 + (*TDCurvPtr)[*vi].k2) * 0.5f;
vi->Q() = mean;
}
}
Histogramf H;
tri::Stat<CMeshO>::ComputePerVertexQualityHistogram(*mesh,H);
tri::UpdateColor<CMeshO>::VertexQuality(*mesh,H.Percentile(0.1f),H.Percentile(0.9f));
}
void Reset() {
VertexIterator vi;
for (vi = mesh->vert.begin(); vi != mesh->vert.end(); ++vi) {
(*TDMarkPtr)[*vi].Mark = U;
vi->C() = Color4b::White;
vi->Q() = 0.0f;
}
FaceIterator fi;
for (fi = mesh->face.begin(); fi != mesh->face.end(); ++fi) {
(*fi).ClearS();
}
}
};
}
#endif