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/* ----------------------------------------------------------------------- *
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* This file is part of GEL, www.imm.dtu.dk/GEL
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* Copyright (C) the authors (see AUTHORS.txt) and DTU Informatics
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*
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* Principal authors:
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* Christian Thode Larsen (thode2d@gmail.com)
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* J. Andreas Baerentzen (jab@imm.dtu.dk)
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*
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* See LICENSE.txt for licensing information
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* ----------------------------------------------------------------------- */
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#include "flatten.h"
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#include <string>
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#include <fstream>
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#include <vector>
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#include <CGLA/Vec3f.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 flatten(Manifold& m, WeightScheme ws)
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{
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HalfEdgeAttributeVector<float> edge_weights(m.total_halfedges(), 0);
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for(HalfEdgeIDIterator h = m.halfedges_begin(); h != m.halfedges_end(); ++h){
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if(boundary(m, *h))
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continue;
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HalfEdgeWalker wv = m.halfedgewalker(*h);
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Vec3f p0 = m.pos(wv.vertex());
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Vec3f p1 = m.pos(wv.next().vertex());
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Vec3f p2 = m.pos(wv.opp().vertex());
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Vec3f p3 = m.pos(wv.opp().next().vertex());
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if(ws == FLOATER_W){
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float d = acos(min(1.0f, max(-1.0f, dot(normalize(p2-p0), normalize(p3-p0)))));
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float g = acos(min(1.0f, max(-1.0f, dot(normalize(p2-p0), normalize(p1-p0)))));
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edge_weights[wv.opp().halfedge()] = (tan(d/2) + tan(g/2)) / (p0-p2).length();
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d = acos(min(1.0f, max(-1.0f, dot(normalize(p0-p2), normalize(p1-p2)))));
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g = acos(min(1.0f, max(-1.0f, dot(normalize(p0-p2), normalize(p3-p2)))));
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edge_weights[*h] = (tan(d/2) + tan(g/2)) / (p0-p2).length();
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}
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else if(ws == HARMONIC_W){
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float a = acos(min(1.0f, max(-1.0f, dot(normalize(p0-p3), normalize(p2-p3)))));
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float b = acos(min(1.0f, max(-1.0f, dot(normalize(p2-p1), normalize(p0-p1)))));
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float w=0;
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if(a+b < M_PI)
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w = sin(a+b)/(sin(a)+sin(b));
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edge_weights[*h] = w;
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edge_weights[wv.opp().halfedge()] = w;
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}
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else{
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edge_weights[*h] = valency(m, wv.opp().vertex());
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edge_weights[wv.opp().halfedge()] = valency(m, wv.vertex());
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}
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}
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ofstream ofs("parametrized.obj");
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ofs << "mtllib parametrized.mtl\nusemtl mat\n" << endl;
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for(VertexIDIterator v = m.vertices_begin(); v != m.vertices_end(); ++v)
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ofs << "v " << m.pos(*v)[0] << " " << m.pos(*v)[1] << " " << m.pos(*v)[2] << endl;
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ofs << endl;
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VertexIDIterator v = m.vertices_begin();
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for(; v != m.vertices_end(); ++v){
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if(boundary(m, *v))
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break;
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}
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int n = 0;
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HalfEdgeWalker bv = m.halfedgewalker(*v);
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do{
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++n;
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bv = bv.next();
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}
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while(bv.vertex() != *v);
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int i = 0;
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do{
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float a = 2.0*M_PI*float(i)/n;
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m.pos(bv.vertex()) = Vec3f(cos(a), sin(a), 0);
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++i;
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bv = bv.next();
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}
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while(bv.vertex() != *v);
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for(v = m.vertices_begin(); v != m.vertices_end(); ++v)
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if(!boundary(m, *v))
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m.pos(*v) = Vec3f(0.0);
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for(int i = 0; i < 10000; ++i){
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for(v = m.vertices_begin(); v != m.vertices_end(); ++v){
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if(!boundary(m, *v)){
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Vec3f p_new(0);
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float w_sum = 0;
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for(HalfEdgeWalker wv = m.halfedgewalker(*v); !wv.full_circle(); wv = wv.circulate_vertex_cw()){
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float w = edge_weights[wv.halfedge()];
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p_new += m.pos(wv.vertex()) * w;
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w_sum += w;
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}
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m.pos(*v) = p_new/w_sum;
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}
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}
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}
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VertexAttributeVector<int> vtouched(m.total_vertices(), 0);
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i = 0;
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for(v = m.vertices_begin(); v != m.vertices_end(); ++v, ++i){
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ofs << "vt " << (0.5*m.pos(*v)[0]+0.5) << " " << (0.5*m.pos(*v)[1]+0.5) << endl;
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vtouched[*v] = i;
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}
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ofs << endl;
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for(FaceIDIterator f = m.faces_begin(); f != m.faces_end(); ++f){
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ofs << "f ";
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for(HalfEdgeWalker w = m.halfedgewalker(*f); !w.full_circle(); w = w.circulate_face_cw()){
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int idx = vtouched[w.vertex()] + 1;
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ofs << idx << "/" << idx <<" ";
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}
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ofs << endl;
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}
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}
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}
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