Rev 215 | Go to most recent revision | Blame | Last modification | View Log | RSS feed
/* ----------------------------------------------------------------------- *
* This file is part of GEL, http://www.imm.dtu.dk/GEL
* Copyright (C) the authors and DTU Informatics
* For license and list of authors, see ../../doc/intro.pdf
* ----------------------------------------------------------------------- */
#include "caps_and_needles.h"
#include <CGLA/Vec3f.h>
#include <CGLA/Vec3d.h>
#include <Geometry/QEM.h>
#include "Manifold.h"
namespace HMesh
{
using namespace std;
using namespace CGLA;
using namespace Geometry;
namespace
{
/// get the minimum angle between 3 vertices
float min_angle(const Vec3d& v0, const Vec3d& v1, const Vec3d& v2)
{
Vec3d a = normalize(v1-v0);
Vec3d b = normalize(v2-v1);
Vec3d c = normalize(v0-v2);
return min(dot(a, -c), min(dot(b, -a), dot(c, -b)));
}
/// need description
float edge_error(const Manifold& m, HalfEdgeID h, const Vec3d& pa, const Vec3d& pb)
{
QEM q;
Walker j = m.walker(h);
FaceID f = j.face();
if(f != InvalidFaceID)
q += QEM(Vec3d(0), Vec3d(normal(m, f)));
f = j.opp().face();
if(f != InvalidFaceID)
q += QEM(Vec3d(0), Vec3d(normal(m, f)));
return q.error(pb - pa);
}
/// need description
float vertex_error(const Manifold& m, VertexID v, const Vec3d& pb)
{
QEM q;
Vec3d pa(m.pos(v));
for(Walker vj = m.walker(v); !vj.full_circle(); vj = vj.circulate_vertex_cw()){
FaceID f = vj.face();
if(f != InvalidFaceID)
q += QEM(Vec3d(0), Vec3d(normal(m, f)));
}
return q.error(pb - pa);
}
}
void remove_caps(Manifold& m, float thresh)
{
for(FaceIDIterator f = m.faces_begin(); f != m.faces_end(); ++f){
Vec3d p[3];
HalfEdgeID he[3];
VertexID vh[3];
// store ids of vertices and halfedges and vertex positions of face
size_t n = 0;
for(Walker fj = m.walker(*f); !fj.full_circle(); fj = fj.circulate_face_cw(), ++n){
vh[n] = fj.vertex();
p[n] = Vec3d(m.pos(vh[n]));
// original face circulator implementation returned next halfedge, jumper doesn't. Can this be optimized?
he[n] = fj.halfedge();
}
assert(n == 3);
// calculate the edge lengths of face
bool is_collapsed = false;
Vec3d edges[3];
for(size_t i = 0; i < 3; ++i){
edges[i] = p[(i+1)%3] - p[i];
float l = length(edges[i]);
if(l < 1e-20)
is_collapsed = true;
else
edges[i] /= l;
}
// an edge length was close to 1e-20, thus collapsed
if(is_collapsed)
continue;
for(size_t i = 0; i < 3; ++i){
float ang = acos(max(-1.0, min(1.0, dot(-edges[(i+2)%3], edges[i]))));
// flip long edge of current face if angle exceeds cap threshold and result is better than current cap
if(ang > thresh){
size_t iplus1 = (i+1)%3;
Vec3d edge_dir = edges[iplus1];
Walker j = m.walker(he[iplus1]);
Vec3d v0(m.pos(j.vertex()));
Vec3d v1(m.pos(j.next().vertex()));
Vec3d v2(m.pos(j.opp().vertex()));
Vec3d v3(m.pos(j.opp().next().vertex()));
float m1 = min(min_angle(v0, v1, v2), min_angle(v0, v2, v3));
float m2 = min(min_angle(v0, v1, v3), min_angle(v1, v2, v3));
if(m1 < m2){
// If the "cap vertex" projected onto the long edge is better in the
// sense that there is less geometric error after the flip, then we
// use the projected vertex. In other words, we see if it pays to snap
// to the edge.
Vec3d pprj = edge_dir * dot(edge_dir, p[i]-p[iplus1])+p[iplus1];
if(edge_error(m, he[iplus1], pprj, Vec3d(m.pos(vh[i]))) > vertex_error(m, vh[i], pprj))
m.pos(vh[i]) = pprj;
// flip if legal
if(precond_flip_edge(m, he[iplus1]))
m.flip_edge(he[iplus1]);
break;
}
}
}
}
}
void remove_needles(Manifold& m, float thresh)
{
bool did_work = false;
// remove needles until no more can be removed
do{
did_work = false;
for(VertexIDIterator v = m.vertices_begin(); v != m.vertices_end(); ++v){
// don't attempt to remove needles if vertex is boundary
if(boundary(m, *v))
continue;
for(Walker vj = m.walker(*v); !vj.full_circle(); vj = vj.circulate_vertex_cw()){
// don't attempt to remove needles if vertex of jumper halfedge is boundary
// if(boundary(m, vj.vertex()))
// continue;
HalfEdgeID h = vj.opp().halfedge();
// VertexID n = vj.vertex();
float dist = length(m, h);
// collapse edge if allowed and needle is present
if(dist < thresh && precond_collapse_edge(m, h)){
// if(vertex_error(m, *v, Vec3d(m.pos(n))) < vertex_error(m, n, Vec3d(m.pos(*v))))
// m.pos(*v) = m.pos(n);
m.collapse_edge(h);
did_work = true;
break;
}
}
}
}
while(did_work);
}
}
Generated by GNU Enscript 1.6.6.