From 298714ccead5f8b8ad123f078bbfc2d8e6348ccf Mon Sep 17 00:00:00 2001 From: cignoni Date: Sat, 2 Apr 2016 08:30:24 +0000 Subject: [PATCH] Refactored and commented. Now can also cut along non faux edges --- vcg/complex/algorithms/crease_cut.h | 188 +++++++++++++--------------- 1 file changed, 87 insertions(+), 101 deletions(-) diff --git a/vcg/complex/algorithms/crease_cut.h b/vcg/complex/algorithms/crease_cut.h index ab4e757b..5617e7b9 100644 --- a/vcg/complex/algorithms/crease_cut.h +++ b/vcg/complex/algorithms/crease_cut.h @@ -28,113 +28,99 @@ namespace vcg { namespace tri { -/* -Crease Angle -Assume che: -la mesh abbia la topologia ff -la mesh non abbia complex (o se li aveva fossero stati detached) -Abbia le normali per faccia normalizzate!! - - -Prende una mesh e duplica tutti gli edge le cui normali nelle facce incidenti formano un angolo maggiore -di (espresso in rad). -foreach face - foreach unvisited vert vi - scan the star of triangles around vi duplicating vi each time we encounter a crease angle. - -the new (and old) vertexes are put in a std::vector that is swapped with the original one at the end. - -Si tiene un vettore di interi 3 *fn che dice l'indice del vertice puntato da ogni faccia. -quando si scandisce la stella intorno ad un vertici, per ogni wedge si scrive l'indice del vertice corrsipondente. - - -*/ +/** \brief Open a mesh cutting all the edges where the two faces make an angle *larger* than the indicated threshold + */ template void CreaseCut(MESH_TYPE &m, float angleRad) { - typedef typename MESH_TYPE::CoordType CoordType; - typedef typename MESH_TYPE::ScalarType ScalarType; - typedef typename MESH_TYPE::VertexType VertexType; - typedef typename MESH_TYPE::VertexPointer VertexPointer; - typedef typename MESH_TYPE::VertexIterator VertexIterator; - typedef typename MESH_TYPE::FaceIterator FaceIterator; - typedef typename MESH_TYPE::FaceType FaceType; - typedef typename MESH_TYPE::FacePointer FacePointer; + tri::UpdateFlags::FaceFauxSignedCrease(m, -angleRad, angleRad); + CutMeshAlongNonFauxEdges(m); +} - tri::Allocator::CompactVertexVector(m); - tri::Allocator::CompactFaceVector(m); +/** + * \brief Open a mesh along non-faux edges + * + * Duplicate exisiting vertices so that non-faux edges become boundary edges. + * It assume FF topology and manifoldness. + * The idea is that we scan faces around each vertex duplicating it each time we encounter a marked edge. + * + */ +template +void CutMeshAlongNonFauxEdges(MESH_TYPE &m) +{ + typedef typename MESH_TYPE::FaceIterator FaceIterator; + typedef typename MESH_TYPE::FaceType FaceType; + + tri::Allocator::CompactVertexVector(m); + tri::Allocator::CompactFaceVector(m); + tri::RequireFFAdjacency(m); + + tri::UpdateFlags::VertexClearV(m); + std::vector indVec(m.fn*3,-1); + int newVertexCounter=m.vn; + int startVn=m.vn; + for(FaceIterator fi=m.face.begin();fi!=m.face.end();++fi) + { + for(int j=0;j<3;++j) + if(!(*fi).V(j)->IsV() ) // foreach unvisited vertex we loop around it searching for creases. + { + (*fi).V(j)->SetV(); + + face::JumpingPos iPos(&*fi,j,(*fi).V(j)); + size_t vertInd = Index(m, iPos.V()); + bool isBorderVertex = iPos.FindBorder(); // for border vertex we start from the border. + face::JumpingPos startPos=iPos; + if(!isBorderVertex) // for internal vertex we search the first crease and start from it + { + do { + bool creaseFlag = !iPos.IsFaux(); + iPos.NextFE(); + if(creaseFlag) break; + } while (startPos!=iPos); + startPos=iPos; // the found crease become the new starting pos. + } + + int locCreaseCounter=0; + int curVertexCounter =vertInd; + + do { // The real Loop + size_t faceInd = Index(m,iPos.F()); + indVec[faceInd*3+ iPos.VInd()] = curVertexCounter; + + if(!iPos.IsFaux()) + { //qDebug(" Crease FOUND"); + ++locCreaseCounter; + curVertexCounter=newVertexCounter; + newVertexCounter++; + } + iPos.NextFE(); + } while (startPos!=iPos); + if(locCreaseCounter>0 && (!isBorderVertex) ) newVertexCounter--; + //printf("For vertex %i found %i creases\n",vertInd,locCreaseCounter); + } + } // end foreach face/vert - tri::UpdateNormal::NormalizePerFace(m); - - assert(tri::HasFFAdjacency(m)); - typename MESH_TYPE::ScalarType cosangle=math::Cos(angleRad); - - tri::UpdateFlags::VertexClearV(m); - std::vector indVec(m.fn*3,-1); - int newVertexCounter=m.vn; - int startVn=m.vn; - for(FaceIterator fi=m.face.begin();fi!=m.face.end();++fi) - for(int j=0;j<3;++j) - if(!(*fi).V(j)->IsV() ) // foreach unvisited vertex we loop around it searching for creases. - { - (*fi).V(j)->SetV(); - - face::JumpingPos iPos(&*fi,j,(*fi).V(j)); - size_t vertInd = Index(m,iPos.v); // - bool isBorderVertex = iPos.FindBorder(); // for border vertex we start from the border. - face::JumpingPos startPos=iPos; - if(!isBorderVertex) // for internal vertex we search the first crease and start from it - { - do { - ScalarType dotProd = iPos.FFlip()->cN().dot(iPos.f->N()); - iPos.NextFE(); - if(dotProdcN().dot(iPos.f->N()); // test normal with the next face (fflip) - size_t faceInd = Index(m,iPos.f); - indVec[faceInd*3+ iPos.VInd()] = curVertexCounter; - - if(dotProd0 && (!isBorderVertex) ) newVertexCounter--; - } - - // A questo punto ho un vettore che mi direbbe per ogni faccia quale vertice devo mettere. Dopo che ho aggiunto i vertici necessari, - // rifaccio il giro delle facce - //qDebug("adding %i vert for %i crease edges ",newVertexCounter-m.vn, creaseCounter); - tri::Allocator::AddVertices(m,newVertexCounter-m.vn); - - tri::UpdateFlags::VertexClearV(m); - for(FaceIterator fi=m.face.begin();fi!=m.face.end();++fi) - for(int j=0;j<3;++j) // foreach unvisited vertex - { - size_t faceInd = Index(m, *fi); - size_t vertInd = Index(m, (*fi).V(j)); - int curVertexInd = indVec[faceInd*3+ j]; - assert(curVertexInd != -1); - assert(curVertexInd < m.vn); - if(curVertexInd < startVn) assert(size_t(curVertexInd) == vertInd); - if(curVertexInd >= startVn) - { - m.vert[curVertexInd].ImportData(*((*fi).V(j))); - (*fi).V(j) = & m.vert[curVertexInd]; - } - } - tri::UpdateNormal::PerVertexFromCurrentFaceNormal(m); + // Now the indVec vector contains for each the new index of each vertex (duplicated as necessary) + // We do a second loop to copy split vertexes into new positions + tri::Allocator::AddVertices(m,newVertexCounter-m.vn); + + tri::UpdateFlags::VertexClearV(m); + for(FaceIterator fi=m.face.begin();fi!=m.face.end();++fi) + for(int j=0;j<3;++j) + { + size_t faceInd = Index(m, *fi); + size_t vertInd = Index(m, (*fi).V(j)); + int curVertexInd = indVec[faceInd*3+ j]; + assert(curVertexInd != -1); + assert(curVertexInd < m.vn); + if(curVertexInd < startVn) assert(size_t(curVertexInd) == vertInd); + if(curVertexInd >= startVn) + { + m.vert[curVertexInd].ImportData(*((*fi).V(j))); + (*fi).V(j) = & m.vert[curVertexInd]; + } + } } } // end namespace tri