diff --git a/vcg/complex/trimesh/refine_loop.h b/vcg/complex/trimesh/refine_loop.h new file mode 100644 index 00000000..abdbbb2e --- /dev/null +++ b/vcg/complex/trimesh/refine_loop.h @@ -0,0 +1,263 @@ +/**************************************************************************** +* VCGLib o o * +* Visual and Computer Graphics Library o o * +* _ O _ * +* Copyright(C) 2004 \/)\/ * +* 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 __VCGLIB_REFINE_LOOP +#define __VCGLIB_REFINE_LOOP + +#include +#include +#include +#include +#include +#include +#include + + +namespace vcg{ +namespace tri{ + +/* +Metodo di Loop dalla documentazione "Siggraph 2000 course on subdivision" + + d4------d3 d4------d3 + / \ / \ / \ / \ u + / \ / \ / e4--e3 \ / \ + / \/ \ / / \/ \ \ / \ +d5------d1------d2 -> d5--e5--d1--e2--d2 l--M--r + \ /\ / \ \ /\ / / \ / + \ / \ / \ e6--e7 / \ / + \ / \ / \ / \ / d + d6------d7 d6------d7 + +******************************************************* + +*/ + +// Nuovi punti (e.g. midpoint), ossia odd vertices +// +template +struct OddPointLoop : public std::unary_function , typename MESH_TYPE::CoordType> +{ + void operator()(typename MESH_TYPE::VertexType &nv, face::Pos ep) { + + face::Pos he(ep.f,ep.z,ep.f->V(ep.z)); + typename MESH_TYPE::CoordType *l,*r,*u,*d; + l = &he.v->P(); + he.FlipV(); + r = &he.v->P(); + + if( MESH_TYPE::HasPerVertexColor()) + nv.C().lerp(ep.f->V(ep.z)->C(),ep.f->V1(ep.z)->C(),.5f); + + if (he.IsBorder()) { + nv.P() = ((*l)*0.5 + (*r)*0.5); + + } + else { + he.FlipE(); he.FlipV(); + u = &he.v->P(); + he.FlipV(); he.FlipE(); + assert(&he.v->P()== r); // back to r + he.FlipF(); he.FlipE(); he.FlipV(); + d = &he.v->P(); + + // abbiamo i punti l,r,u e d per ottenere M in maniera pesata + + nv.P()=((*l)*(3.0/8.0)+(*r)*(3.0/8.0)+(*d)*(1.0/8.0)+(*u)*(1.0/8.0)); + } + + } + + Color4 WedgeInterp(Color4 &c0, Color4 &c1) + { + Color4 cc; + return cc.lerp(c0,c1,0.5f); + } + + template + TexCoord2 WedgeInterp(TexCoord2 &t0, TexCoord2 &t1) + { + TexCoord2 tmp; + tmp.n()=t0.n(); + tmp.t()=(t0.t()+t1.t())/2.0; + return tmp; + } +}; + +// vecchi punti, ossia even vertices +template +struct EvenPointLoop : public std::unary_function , typename MESH_TYPE::CoordType> +{ + + void operator()(typename MESH_TYPE::CoordType &nP, face::Pos ep) { + + face::Pos he(ep.f,ep.z,ep.f->V(ep.z)); + typename MESH_TYPE::CoordType *r, *l, *curr; + curr = &he.v->P(); + + if (he.IsBorder()) {//half edge di bordo + he.FlipV(); + r = &he.v->P(); + he.FlipV(); + assert(&he.v->P()== curr); // back to curr + he.NextB(); + if (&he.v->P() == curr) + he.FlipV(); + l = &he.v->P(); + nP = ( *(curr) * (3.0)/(4.0) + (*l)*(1.0/8.0) + (*r)*(1.0/8.0)); + } + else { + // compute valence of this vertex + int k = 0; + face::Pos heStart = he; + std::vector otherVertVec; + if(he.v->IsB())return ; + do { + he.FlipV(); + otherVertVec.push_back(he.v->P()); + he.FlipV(); + he.FlipE(); he.FlipF(); + k++; + } while(he.f!=heStart.f || he.z!=heStart.z || he.v!=heStart.v); + // while(he != heStart); + + float beta = 3.0 / 16.0; + if(k > 3 ) + beta = (1.0/(float)k) * (5.0/8.0 - pow((3.0/8.0 + 0.25 * cos(2*M_PI/k)),2)); + + *curr = *curr * (1 - k * beta) ; + typename std::vector::iterator iter; + for (iter = otherVertVec.begin(); + iter != otherVertVec.end(); + ++iter) { + *curr = *curr + (*iter) * beta; + + } + nP = *curr; + } + } // end of operator() + + Color4 WedgeInterp(Color4 &c0, Color4 &c1) + { + Color4 cc; + return cc.lerp(c0,c1,0.5f); + } + Color4b WedgeInterp(Color4b &c0, Color4b &c1) + { + Color4b cc; + cc.lerp(c0,c1,0.5f); + return cc; + } + + template + TexCoord2 WedgeInterp(TexCoord2 &t0, TexCoord2 &t1) + { + TexCoord2 tmp; + // assert(t0.n()== t1.n()); + tmp.n()=t0.n(); + tmp.t()=(t0.t()+t1.t())/2.0; + return tmp; + } + +}; + +template struct EvenParam { + CoordType sum; + bool border; + int k; +} ; + + +template +bool RefineOddEven(MESH_TYPE &m, ODD_VERT odd, EVEN_VERT even,float length, + bool RefineSelected=false, CallBackPos *cbOdd = 0, CallBackPos *cbEven = 0) +{ + EdgeLen ep(length); + return RefineOddEvenE(m, odd, even, ep, RefineSelected, cbOdd, cbEven); +} + +template +bool RefineOddEvenE(MESH_TYPE &m, ODD_VERT odd, EVEN_VERT even, PREDICATE edgePred, + bool RefineSelected=false, CallBackPos *cbOdd = 0, CallBackPos *cbEven = 0) +{ + + // n = numero di vertici iniziali + int n = m.vn; + + // refine dei vertici odd, crea dei nuovi vertici in coda + RefineE< MESH_TYPE,OddPointLoop > (m, odd, edgePred, RefineSelected, cbOdd); + // momentaneamente le callback sono identiche, almeno cbOdd deve essere passata + cbEven = cbOdd; + + vcg::tri::UpdateFlags::FaceBorderFromFF(m); + // aggiorno i flag perche' IsB funzioni + vcg::tri::UpdateFlags::VertexBorderFromFace (m); + //vcg::tri::UpdateColor::VertexBorderFlag(m); + + // marco i vertici even [ i primi n ] come visitati + int evenFlag = MESH_TYPE::VertexType::NewBitFlag(); + for (int i = 0; i < n ; i++ ) { + m.vert[i].SetUserBit(evenFlag); + } + + + int j = 0; + typename MESH_TYPE::FaceType::ColorType color[6]; // per ogni faccia sono al piu' tre i nuovi valori + // di texture per wedge (uno per ogni edge) + + typename MESH_TYPE::VertexIterator vi; + typename MESH_TYPE::FaceIterator fi; + for (fi = m.face.begin(); fi != m.face.end(); fi++) if(!(*fi).IsD()){ //itero facce + for (int i = 0; i < 3; i++) { //itero vert + if ( (*fi).V(i)->IsUserBit(evenFlag) && ! (*fi).V(i)->IsD() ) { + if (RefineSelected && !(*fi).V(i)->IsS() ) + break; + face::Posaux (&(*fi),i); + if( MESH_TYPE::HasPerVertexColor() ) { + (*fi).V(i)->C().lerp((*fi).V0(i)->C() , (*fi).V1(i)->C(),0.5f); + } + + if (cbEven) { + (*cbEven)(int(100.0f * (float)j / (float)m.fn),"Refining"); + j++; + } + even((*fi).V(i)->P(), aux); + } + } + } + + return true; +} + + + +} // namespace tri +} // namespace vcg + + + + +#endif + + +