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595 jab 1
/* ----------------------------------------------------------------------- *
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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 "cleanup.h"
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#include "../CGLA/Vec3f.h"
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#include "../CGLA/Vec3d.h"
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#include "../Geometry/QEM.h"
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#include "../Geometry/KDTree.h"
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#include "Manifold.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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    using namespace Geometry;
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    namespace
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    {
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        /// get the minimum angle between 3 vertices
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        float min_angle(const Vec3d& v0, const Vec3d& v1, const Vec3d& v2)
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        {
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            Vec3d a = normalize(v1-v0);
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            Vec3d b = normalize(v2-v1);
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            Vec3d c = normalize(v0-v2);
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            return min(dot(a, -c), min(dot(b, -a), dot(c, -b)));
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        }
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        /// need description
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        float edge_error(const Manifold& m, HalfEdgeID h, const Vec3d& pa, const Vec3d& pb)
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        {
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            QEM q;
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            Walker j = m.walker(h);
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            FaceID f = j.face();
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            if(f != InvalidFaceID)
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                q += QEM(Vec3d(0), Vec3d(normal(m, f)));
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            f = j.opp().face();
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            if(f != InvalidFaceID)
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                q += QEM(Vec3d(0), Vec3d(normal(m, f)));
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            return q.error(pb - pa);
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        }
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        /// need description
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        float vertex_error(const Manifold& m, VertexID v, const Vec3d& pb)
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        {
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            QEM q;
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            Vec3d pa(m.pos(v));
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            for(Walker vj = m.walker(v); !vj.full_circle(); vj = vj.circulate_vertex_cw()){
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                FaceID f = vj.face();
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                if(f != InvalidFaceID)
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                    q += QEM(Vec3d(0), Vec3d(normal(m, f)));
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            }
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            return q.error(pb - pa);
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        }
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    }
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    void remove_caps(Manifold& m, float thresh)
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    {
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        for(FaceIDIterator f = m.faces_begin(); f != m.faces_end(); ++f){
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            Vec3d p[3];
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            HalfEdgeID he[3];
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            VertexID vh[3];
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            // store ids of vertices and halfedges and vertex positions of face
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            size_t n = 0;
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            for(Walker fj = m.walker(*f); !fj.full_circle(); fj = fj.circulate_face_cw(), ++n){
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                vh[n] = fj.vertex();
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                p[n] = Vec3d(m.pos(vh[n]));
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                // original face circulator implementation returned next halfedge, jumper doesn't. Can this be optimized?
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                he[n] = fj.halfedge();
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            }
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            assert(n == 3);
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            // calculate the edge lengths of face
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            bool is_collapsed = false;
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            Vec3d edges[3];
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            for(size_t i = 0; i < 3; ++i){
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                edges[i] = p[(i+1)%3] - p[i];
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                float l = length(edges[i]);
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                if(l < 1e-20)
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                    is_collapsed = true;
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                else
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                    edges[i] /= l;
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            }
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            // an edge length was close to 1e-20, thus collapsed
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            if(is_collapsed)
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                continue;
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            for(size_t i = 0; i < 3; ++i){
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                float ang = acos(max(-1.0, min(1.0, dot(-edges[(i+2)%3], edges[i]))));
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                // flip long edge of current face if angle exceeds cap threshold and result is better than current cap
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                if(ang > thresh){
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                    size_t iplus1 = (i+1)%3;
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                    Vec3d edge_dir = edges[iplus1];
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                    Walker j = m.walker(he[iplus1]);
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                    Vec3d v0(m.pos(j.vertex()));
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                    Vec3d v1(m.pos(j.next().vertex()));
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                    Vec3d v2(m.pos(j.opp().vertex()));
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                    Vec3d v3(m.pos(j.opp().next().vertex()));
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                    float m1 = min(min_angle(v0, v1, v2), min_angle(v0, v2, v3));
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                    float m2 = min(min_angle(v0, v1, v3), min_angle(v1, v2, v3));
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                    if(m1 < m2){
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						// If the "cap vertex" projected onto the long edge is better in the
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						// sense that there is less geometric error after the flip, then we
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						// use the projected vertex. In other words, we see if it pays to snap
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						// to the edge.
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						Vec3d pprj = edge_dir * dot(edge_dir, p[i]-p[iplus1])+p[iplus1];
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                        if(edge_error(m, he[iplus1], pprj, Vec3d(m.pos(vh[i]))) > vertex_error(m, vh[i], pprj))
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                            m.pos(vh[i]) = pprj;
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                        // flip if legal
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                        if(precond_flip_edge(m, he[iplus1]))
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                            m.flip_edge(he[iplus1]);
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                        break;
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                    }
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                }
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            }
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        }
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    }
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    void remove_needles(Manifold& m, float thresh)
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    {
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        bool did_work = false;
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        // remove needles until no more can be removed
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        do{
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            did_work = false;
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            for(VertexIDIterator v = m.vertices_begin(); v != m.vertices_end(); ++v){
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                // don't attempt to remove needles if vertex is boundary
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                if(boundary(m, *v))
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                    continue;
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                for(Walker vj = m.walker(*v); !vj.full_circle(); vj = vj.circulate_vertex_cw()){
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                    // don't attempt to remove needles if vertex of jumper halfedge is boundary
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                    //                 if(boundary(m, vj.vertex()))
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                    //                        continue;
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                    HalfEdgeID h = vj.opp().halfedge();
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                    //                    VertexID n = vj.vertex();
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                    float dist = length(m, h);
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                    // collapse edge if allowed and needle is present
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                    if(dist < thresh && precond_collapse_edge(m, h)){
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                        //                        if(vertex_error(m, *v, Vec3d(m.pos(n))) < vertex_error(m, n, Vec3d(m.pos(*v))))
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                        //                            m.pos(*v) = m.pos(n);
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                        m.collapse_edge(h);
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                        did_work = true;
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                        break;
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                    }
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                }
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            }
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        }
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        while(did_work);
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    }
600 jab 170
 
171
    int stitch_mesh(Manifold& m)
172
    {
173
        KDTree<Vec3d, VertexID> vtree;
174
 
175
        for(VertexIDIterator vid = m.vertices_begin(); vid != m.vertices_end(); ++vid)
176
            if(boundary(m, *vid))
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                vtree.insert(m.pos(*vid), *vid);
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        vtree.build();
179
 
180
        VertexAttributeVector<int> cluster_id(m.allocated_vertices(),-1);
181
        vector<vector<HalfEdgeID> > clustered_halfedges;
182
 
183
        int cluster_ctr=0;
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        for(VertexIDIterator vid = m.vertices_begin(); vid != m.vertices_end(); ++vid)
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            if(boundary(m, *vid) && cluster_id[*vid] == -1)
186
            {
187
                vector<Vec3d> keys;
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                vector<VertexID> vals;
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                int n = vtree.in_sphere(m.pos(*vid), 1e-5, keys, vals);
190
 
191
                vector<HalfEdgeID> boundary_edges;
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                for(int i=0;i<n;++i)
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                {
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                    cluster_id[vals[i]] = cluster_ctr;
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                    Walker w = m.walker(vals[i]);
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                    boundary_edges.push_back(w.halfedge());
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                }
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                clustered_halfedges.push_back(boundary_edges);
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                ++cluster_ctr;
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            }
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        int unstitched=0;
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        for(HalfEdgeIDIterator hid = m.halfedges_begin(); hid != m.halfedges_end(); ++hid)
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        {
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            HalfEdgeID h0 = *hid;
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            Walker w = m.walker(h0);
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            if(w.face() == InvalidFaceID)
208
            {
209
                VertexID v0 = w.opp().vertex();
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                VertexID v1 = w.vertex();
211
 
212
                int cid = cluster_id[v1];
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                vector<HalfEdgeID>& stitch_candidates = clustered_halfedges[cid];
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                size_t i=0;
600 jab 215
                for(;i<stitch_candidates.size(); ++i)
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                {
217
                    HalfEdgeID h1 = stitch_candidates[i];
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                    if(m.in_use(h1))
219
                    {
220
                        Walker w = m.walker(h1);
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                        if(cluster_id[w.vertex()] == cluster_id[v0])
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                            if(m.stitch_boundary_edges(h0,h1))
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                                break;
224
                    }
225
 
226
                }
227
                if(i == stitch_candidates.size())
228
                    ++unstitched;
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            }
230
        }
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        return unstitched;    
232
    }
233
 
234
 
235
    void stitch_more(Manifold& mani)
236
    {
237
        int unstitched, iter;
238
        for(iter=0;iter<2;++iter)
239
        {
240
            unstitched = stitch_mesh(mani);
241
            if(unstitched == 0)
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                break;
243
 
244
            vector<HalfEdgeID> hvec;
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            for(HalfEdgeIDIterator h = mani.halfedges_begin(); h != mani.halfedges_end();++h)
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                if(mani.walker(*h).face() == InvalidFaceID)
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                    hvec.push_back(*h);
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            for(size_t i=0;i<hvec.size(); ++i)
600 jab 249
                mani.split_edge(hvec[i]);
250
 
251
        }
252
    }
253
 
254
 
255
    void close_holes(Manifold& m)
256
    {
257
        for(HalfEdgeIDIterator h =  m.halfedges_begin(); h != m.halfedges_end(); ++h){
258
            m.close_hole(*h);
259
        }
260
    }
261
 
595 jab 262
}