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/* ----------------------------------------------------------------------- *
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* This file is part of GEL, http://www.imm.dtu.dk/GEL
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* Copyright (C) the authors and DTU Informatics
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* For license and list of authors, see ../../doc/intro.pdf
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* ----------------------------------------------------------------------- */
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#include "dual.h"
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#include "subdivision.h"
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#include <vector>
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#include "../CGLA/Vec3d.h"
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#include "Manifold.h"
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#include "AttributeVector.h"
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namespace HMesh
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{
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using namespace std;
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using namespace CGLA;
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void loop_split(Manifold& m_in, Manifold& m)
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{
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if(&m != &m_in)
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m = m_in;
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VertexAttributeVector<int> vtouched(m_in.allocated_vertices(), 0);
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vector<HalfEdgeID> hedges;
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for(HalfEdgeID h : m.halfedges())
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if(h<m.walker(h).opp().halfedge())
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hedges.push_back(h);
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for(HalfEdgeID h : hedges)
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vtouched[m.split_edge(h)] = 1;
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vector<FaceID> faces;
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for(FaceID fid : m.faces())
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faces.push_back(fid);
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for(FaceID fid : faces)
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{
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Walker w = m.walker(fid);
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if(vtouched[w.vertex()] == 0)
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w = w.next();
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assert(vtouched[w.vertex()] == 1);
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FaceID f = fid;
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VertexID v1, orig_vert = w.vertex();
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w = w.next();
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do
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{
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VertexID v0 = w.opp().vertex();
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w = w.next();
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v1 = w.vertex();
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w = w.next();
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assert(vtouched[v0] == 1);
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assert(vtouched[v1] == 1);
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f = m.split_face_by_edge(f, v0, v1);
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}
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while (v1 != orig_vert);
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}
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}
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void cc_split(Manifold& m_in, Manifold& m_out)
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{
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const int Invalid = -1;
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vector<Vec3d> new_points;
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new_points.reserve(m_in.no_vertices());
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VertexAttributeVector<int> vtouched(m_in.allocated_vertices(), Invalid);
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HalfEdgeAttributeVector<int> htouched(m_in.allocated_halfedges(), Invalid);
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int npsize = 0;
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for(VertexIDIterator v = m_in.vertices_begin(); v != m_in.vertices_end(); ++v){
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vtouched[*v] = npsize;
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new_points.push_back(m_in.pos(*v));
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++npsize;
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}
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for(HalfEdgeIDIterator h = m_in.halfedges_begin(); h != m_in.halfedges_end(); ++h){
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if(htouched[*h] != Invalid)
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continue;
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Walker w = m_in.walker(*h);
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htouched[*h] = htouched[w.opp().halfedge()] = npsize;
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new_points.push_back((m_in.pos(w.vertex()) + m_in.pos(w.opp().vertex())) * 0.5f);
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++npsize;
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}
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vector<int> indices;
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vector<int> faces;
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for(FaceIDIterator f = m_in.faces_begin(); f != m_in.faces_end(); ++f){
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for(Walker w = m_in.walker(*f); !w.full_circle(); w = w.circulate_face_cw()){
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indices.push_back(npsize);
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indices.push_back(htouched[w.halfedge()]);
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indices.push_back(vtouched[w.vertex()]);
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indices.push_back(htouched[w.next().halfedge()]);
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faces.push_back(4);
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}
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new_points.push_back(centre(m_in, *f));
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++npsize;
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}
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m_out.clear();
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m_out.build(npsize, reinterpret_cast<double*>(&new_points[0]), faces.size(), &faces[0], &indices[0]);
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}
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void root3_subdivide(Manifold& m_in, Manifold& m)
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{
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if(&m != &m_in)
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m = m_in;
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VertexAttributeVector<int> vtouched(m.allocated_vertices(), 0);
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VertexAttributeVector<Vec3d> new_pos(m.allocated_vertices(), Vec3d(0));
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for (VertexIDIterator vid = m.vertices_begin(); vid != m.vertices_end(); ++vid) {
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int v = valency(m, *vid);
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double beta = (4.0 - 2.0 * cos(2.0 * M_PI / v))/(9.0*v);
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new_pos[*vid] = (1.0 - v * beta) * m.pos(*vid);
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for(Walker w = m.walker(*vid); !w.full_circle(); w = w.circulate_vertex_ccw())
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{
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new_pos[*vid] += beta * m.pos(w.vertex());
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}
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}
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vector<FaceID> faces;
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for(FaceIDIterator f = m.faces_begin(); f != m.faces_end(); ++f)
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faces.push_back(*f);
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for(int i=0;i<faces.size(); ++i)
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vtouched[m.split_face_by_vertex(faces[i])] = 1;
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for(HalfEdgeIDIterator h = m.halfedges_begin(); h != m.halfedges_end(); ++h)
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{
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Walker w = m.walker(*h);
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if(vtouched[w.vertex()] == 0 && vtouched[w.opp().vertex()] == 0 &&
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precond_flip_edge(m, *h))
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m.flip_edge(*h);
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}
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for (VertexIDIterator vid = m.vertices_begin(); vid != m.vertices_end(); ++vid)
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if(vtouched[*vid] == 0)
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m.pos(*vid) = new_pos[*vid];
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}
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void rootCC_subdivide(Manifold& m_in, Manifold& m)
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{
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if(&m != &m_in)
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m = m_in;
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VertexAttributeVector<int> vtouched(m.allocated_vertices(), 0);
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VertexAttributeVector<Vec3d> new_pos(m.allocated_vertices(), Vec3d(0));
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for (VertexIDIterator vid = m.vertices_begin(); vid != m.vertices_end(); ++vid) {
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int v = valency(m, *vid);
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double beta = (4.0 - 2.0 * cos(2.0 * M_PI / v))/(9.0*v);
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new_pos[*vid] = (1.0 - v * beta) * m.pos(*vid);
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for(Walker w = m.walker(*vid); !w.full_circle(); w = w.circulate_vertex_ccw())
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{
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new_pos[*vid] += beta * m.pos(w.vertex());
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}
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}
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vector<FaceID> faces;
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for(FaceIDIterator f = m.faces_begin(); f != m.faces_end(); ++f)
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faces.push_back(*f);
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for(int i=0;i<faces.size(); ++i)
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vtouched[m.split_face_by_vertex(faces[i])] = 1;
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for(HalfEdgeIDIterator h = m.halfedges_begin(); h != m.halfedges_end(); ++h)
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{
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Walker w = m.walker(*h);
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if(vtouched[w.vertex()] == 0 && vtouched[w.opp().vertex()] == 0)
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m.merge_faces(w.face(), *h);
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}
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for (VertexIDIterator vid = m.vertices_begin(); vid != m.vertices_end(); ++vid)
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if(vtouched[*vid] == 0)
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m.pos(*vid) = new_pos[*vid];
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}
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void butterfly_subdivide(Manifold& m_in, Manifold& m)
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{
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const float S[4][6] = {{5.0/12.0, -1.0/12.0, -1.0/12.0, 0, 0, 0},
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{3.0/8.0, 0, -1.0/8.0, 0, 0, 0},
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{0.35,
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0.03090169943749475,
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-0.08090169943749474,
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-0.08090169943749474,
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0.03090169943749468,0 },
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{0, 1.0f/8, -1.0f/8, 0, -1.0f/8, 1.0f/8}};
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if(&m != &m_in)
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m = m_in;
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HalfEdgeAttributeVector<Vec3d> new_vertices_pos(m.allocated_halfedges(), Vec3d(0.0));
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HalfEdgeAttributeVector<int> htouched(m.allocated_halfedges(), 0);
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VertexAttributeVector<int> vtouched(m.allocated_vertices(), 0);
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for(HalfEdgeIDIterator hid = m.halfedges_begin(); hid != m.halfedges_end(); ++hid)
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{
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Walker w = m.walker(*hid);
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VertexID v0 = w.opp().vertex();
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int K = valency(m, v0);
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int Ko = valency(m, w.vertex());
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if((K==6 && Ko==6)|| K != 6)
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{
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Vec3d pos((K==6 ? 1.0 : 3.0/4.0) * m.pos(v0));
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for(int k=0;k<K; ++k, w = w.circulate_vertex_ccw())
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{
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double s = (K<=6) ? S[K-3][k]:(0.25+cos((2.0*M_PI*k)/K)+0.5*cos((4.0*M_PI*k)/K))/K;
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pos += s * m.pos(w.vertex());
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}
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new_vertices_pos[*hid] = pos;
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htouched[*hid] = 1;
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}
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}
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loop_split(m, m);
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for(HalfEdgeIDIterator hid = m.halfedges_begin(); hid != m.halfedges_end(); ++hid)
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if(htouched[*hid])
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{
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VertexID v = m.walker(*hid).opp().vertex();
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if(vtouched[v] == 0)
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m.pos(v) =Vec3d(0);
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m.pos(v) += new_vertices_pos[*hid];
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vtouched[v]+=1;
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}
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for(VertexIDIterator vid = m.vertices_begin(); vid != m.vertices_end(); ++vid)
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if(vtouched[*vid])
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m.pos(*vid) /= vtouched[*vid];
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}
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enum Subd {QUAD_SUBD, CC_SUBD, LOOP_SUBD, TRI_SUBD};
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void subd_smooth(Subd subd_method, Manifold& m)
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{
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VertexAttributeVector<Vec3d> new_vertices(m.no_vertices(), Vec3d(0,0,0));
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for(FaceIDIterator fid = m.faces_begin(); fid != m.faces_end(); ++fid)
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{
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FaceID f = *fid;
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for(Walker wlk = m.walker(f); !wlk.full_circle(); wlk = wlk.next())
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{
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float val = valency(m, wlk.vertex());
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float A,B;
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switch(subd_method)
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{
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case QUAD_SUBD:
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A = 1.0f / (4.0f * val);
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B = 1.0f / (4.0f * val);
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break;
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case CC_SUBD:
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A = (1.0f-3.0f/val) * (1.0f/val);
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B = sqr(1.0f/val);
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break;
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case TRI_SUBD:
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A = 2.0f / (8.0f * val);
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B = 3.0f / (8.0f * val);
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break;
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case LOOP_SUBD:
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float w = 5.0f/8.0f - sqr(3.0f/8.0f + 0.25 * cos(2.0f*M_PI/val));
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A = (1-2*w)/val;
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B = w/val;
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break;
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}
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for(Walker wlk2 = m.walker(f); !wlk2.full_circle(); wlk2 = wlk2.next())
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{
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if(wlk2.vertex()==wlk.vertex())
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new_vertices[wlk.vertex()] += A * m.pos(wlk2.vertex());
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else
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new_vertices[wlk.vertex()] += B * m.pos(wlk2.vertex());
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}
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}
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}
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for(VertexIDIterator vid = m.vertices_begin(); vid != m.vertices_end(); ++vid)
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m.pos(*vid) = new_vertices[*vid];
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}
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void cc_smooth(Manifold& m)
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{
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subd_smooth(CC_SUBD, m);
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}
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void loop_smooth(Manifold& m)
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{
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subd_smooth(LOOP_SUBD, m);
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}
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}
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