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#include <algorithm>
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#include "CGLA/Mat3x3f.h"
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#include "smooth.h"
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#include "HMesh/VertexCirculator.h"
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namespace HMeshUtil
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{
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	using namespace std;
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	using namespace CGLA;
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	using namespace HMesh;
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	Vec3f laplacian(VertexIter vi)
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	{
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		Vec3f avg_pos;
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		int n=0;
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		VertexCirculator vc(vi);
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		for(;!vc.end();++vc)
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			{
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				avg_pos += vc.get_vertex()->get_pos();
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				++n;
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			}
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		return avg_pos/n-vi->get_pos();
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	}
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	void laplacian_smooth(Manifold& m, float t)
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	{
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		vector<Vec3f> pos(m.no_vertices());
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		int i=0;
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		for(VertexIter vi = m.vertices_begin();	vi != m.vertices_end(); ++vi,++i)
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			if(!vi->is_boundary())
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				pos[i] =  t*laplacian(vi) + vi->get_pos();
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		i=0;
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		for(VertexIter vi = m.vertices_begin();	vi != m.vertices_end(); ++vi,++i)
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			if(!vi->is_boundary())
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				vi->pos = pos[i];
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	}
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	void taubin_smooth(Manifold& m, int iter)
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	{
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		for(int j=0;j<iter;++j)
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			{
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				vector<Vec3f> laplacian(m.no_vertices());
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				int i=0;
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				for(VertexIter vi = m.vertices_begin();	
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						vi != m.vertices_end(); ++vi,++i)
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					if(!vi->is_boundary())
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						{
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							Vec3f avg_pos;
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							int n=0;
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							VertexCirculator vc(vi);
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							for(;!vc.end();++vc)
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								{
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									avg_pos += vc.get_vertex()->pos;
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									++n;
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								}
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							laplacian[i] =  avg_pos/n - vi->pos;
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						}
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				i=0;
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				for(VertexIter vi = m.vertices_begin();	vi != m.vertices_end(); 
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						++vi,++i)
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					if(!vi->is_boundary())
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						vi->pos += (j%2 == 0) ? 0.5 * laplacian[i] : -0.52 * laplacian[i];
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			}
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	}
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}