410 lines
13 KiB
C++
410 lines
13 KiB
C++
/*****************************************************************************
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* VCGLib o o *
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* Visual and Computer Graphics Library o o *
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* _ O _ *
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* Copyright(C) 2004-2022 \/)\/ *
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* Visual Computing Lab /\/| *
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* ISTI - Italian National Research Council | *
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* \ *
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* All rights reserved. *
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* *
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* This program is free software; you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation; either version 2 of the License, or *
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* (at your option) any later version. *
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* *
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* This program is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU General Public License (http://www.gnu.org/licenses/gpl.txt) *
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* for more details. *
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* *
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****************************************************************************/
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#ifndef __VCGLIB_CLUSTERING
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#define __VCGLIB_CLUSTERING
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#include <vcg/complex/algorithms/clean.h>
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#include <vcg/complex/complex.h>
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#include <vcg/space/index/grid_util.h>
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#include <vcg/space/triangle3.h>
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#include <iostream>
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#include <math.h>
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#include <unordered_map>
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#include <unordered_set>
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namespace std {
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template<>
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struct hash<vcg::Point3i>
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{
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typedef vcg::Point3i argument_type;
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std::size_t operator()(const vcg::Point3i& s) const
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{
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return std::hash<int>()(s[0]) ^ std::hash<int>()(s[1]) ^ std::hash<int>()(s[2]);
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}
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};
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} // namespace std
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namespace vcg {
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namespace tri {
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template<class MeshType>
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class NearestToCenter
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{
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typedef typename MeshType::ScalarType ScalarType;
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typedef typename MeshType::CoordType CoordType;
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typedef typename MeshType::VertexType VertexType;
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typedef typename MeshType::FaceType FaceType;
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typedef BasicGrid<typename MeshType::ScalarType> GridType;
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public:
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inline void AddVertex(MeshType& /*m*/, GridType& g, Point3i& pi, VertexType& v)
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{
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CoordType c;
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g.IPiToBoxCenter(pi, c);
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ScalarType newDist = Distance(c, v.cP());
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if (!valid || newDist < bestDist) {
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valid = true;
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bestDist = newDist;
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bestPos = v.cP();
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bestN = v.cN();
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orig = &v;
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}
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}
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inline void AddFaceVertex(MeshType& /*m*/, FaceType& /*f*/, int /*i*/) { assert(0); }
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NearestToCenter() : valid(false) {}
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CoordType bestPos;
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CoordType bestN;
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ScalarType bestDist;
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bool valid;
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int id;
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VertexType* orig;
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CoordType Pos() const
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{
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assert(valid);
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return bestPos;
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}
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Color4b Col() const { return Color4b::White; }
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CoordType N() const { return bestN; }
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VertexType* Ptr() const { return orig; }
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};
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template<class MeshType>
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class AverageColorCell
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{
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typedef typename MeshType::CoordType CoordType;
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typedef typename MeshType::FaceType FaceType;
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typedef typename MeshType::VertexType VertexType;
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typedef BasicGrid<typename MeshType::ScalarType> GridType;
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public:
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inline void AddFaceVertex(const MeshType&, const FaceType& f, int i)
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{
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p += f.cV(i)->cP();
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c += CoordType(f.cV(i)->C()[0], f.cV(i)->C()[1], f.cV(i)->C()[2]);
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// we prefer to use the un-normalized face normal so small faces facing away are dropped out
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// and the resulting average is weighed with the size of the faces falling here.
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n += f.cN();
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cnt++;
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}
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inline void AddVertex(const MeshType& m, GridType& /*g*/, Point3i& /*pi*/, const VertexType& v)
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{
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p += v.cP();
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n += v.cN();
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if (tri::HasPerVertexColor(m))
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c += CoordType(v.C()[0], v.C()[1], v.C()[2]);
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cnt++;
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}
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AverageColorCell() : p(0, 0, 0), n(0, 0, 0), c(0, 0, 0), cnt(0) {}
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CoordType p;
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CoordType n;
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CoordType c;
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int cnt;
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int id;
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Color4b Col() const { return Color4b(c[0] / cnt, c[1] / cnt, c[2] / cnt, 255); }
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CoordType N() const { return n; }
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VertexType* Ptr() const { return 0; }
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CoordType Pos() const { return p / cnt; }
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};
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/*
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Metodo di clustering
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*/
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template<class MeshType, class CellType>
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class Clustering
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{
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public:
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typedef typename MeshType::ScalarType ScalarType;
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typedef typename MeshType::CoordType CoordType;
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typedef typename MeshType::VertexType VertexType;
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typedef typename MeshType::FaceType FaceType;
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typedef typename MeshType::VertexPointer VertexPointer;
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typedef typename MeshType::VertexIterator VertexIterator;
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typedef typename MeshType::FaceIterator FaceIterator;
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// The constructor takes three parameters
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// _mbb the bounding box of the grid
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// _size is the approximate total number of cells composing the grid surrounding the objects
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// (usually a large number)
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// eg _size==1.000.000 means a 100x100x100 grid
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// _cellsize is the absolute length of the edge of the grid cell.
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// eg _cellsize==2.0 means that all the vertexes in a 2.0x2.0x2.0 cell are clustered
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// togheter
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// _dupFaceParam: means that during the clustering doublesided surface (like a thin
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// shell) that would be clustered to a single surface will be merged into two identical but
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// opposite faces. So in practice: DuplicateFace=true a model with looks ok if you enable
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// backface culling DuplicateFace=false a model with looks ok if you enable doublesided lighting
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// and disable backfaceculling
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// Notes:
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// _size is used only if the cell edge IS zero.
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// _cellsize gives you an absolute measure of the maximum error introduced
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// during the simplification (e.g. half of the cell edge length)
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Clustering(
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Box3<ScalarType> _mbb,
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int _size,
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ScalarType _cellsize = 0,
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bool _dupFaceParam = true) :
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DuplicateFaceParam(_dupFaceParam)
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{
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Init(_mbb, _size, _cellsize);
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};
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Point3i gridSize() const
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{
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return Grid.siz;
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}
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Point3<ScalarType> gridVoxel() const
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{
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return Grid.voxel;
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}
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void AddPointSet(MeshType& m, bool UseOnlySelected = false)
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{
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for (VertexIterator vi = m.vert.begin(); vi != m.vert.end(); ++vi)
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if (!(*vi).IsD())
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if (!UseOnlySelected || (*vi).IsS()) {
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Point3i pi;
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Grid.PToIP((*vi).cP(), pi);
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GridCell[pi].AddVertex(m, Grid, pi, *(vi));
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}
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}
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void AddMesh(MeshType& m)
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{
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FaceIterator fi;
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for (fi = m.face.begin(); fi != m.face.end(); ++fi) {
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if (!(*fi).IsD()) {
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Point3i pi;
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SimpleTri st;
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for (int i = 0; i < 3; ++i) {
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Grid.PToIP((*fi).cV(i)->cP(), pi);
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st.v[i] = &(GridCell[pi]);
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st.v[i]->AddFaceVertex(m, *(fi), i);
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}
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if ((st.v[0] != st.v[1]) && (st.v[0] != st.v[2]) &&
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(st.v[1] !=
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st.v[2])) { // if we allow the duplication of faces we sort the vertex only
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// partially (to maintain the original face orientation)
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if (DuplicateFaceParam)
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st.sortOrient();
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else
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st.sort();
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TriSet.insert(st);
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}
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// printf("Inserted %8i triangles, clustered to %8i tri and %i
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// cells\n",distance(m.face.begin(),fi),TriSet.size(),GridCell.size());
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}
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}
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}
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int CountPointSet() { return GridCell.size(); }
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void SelectPointSet(MeshType& m)
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{
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typename std::unordered_map<Point3i, CellType>::iterator gi;
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UpdateSelection<MeshType>::VertexClear(m);
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for (gi = GridCell.begin(); gi != GridCell.end(); ++gi) {
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VertexType* ptr = (*gi).second.Ptr();
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if (ptr && (ptr >= &*m.vert.begin()) && (ptr <= &*(m.vert.end() - 1)))
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ptr->SetS();
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}
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}
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void ExtractPointSet(MeshType& m)
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{
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m.Clear();
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if (GridCell.empty())
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return;
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Allocator<MeshType>::AddVertices(m, GridCell.size());
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typename std::unordered_map<Point3i, CellType>::iterator gi;
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int i = 0;
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for (gi = GridCell.begin(); gi != GridCell.end(); ++gi) {
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m.vert[i].P() = (*gi).second.Pos();
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m.vert[i].N() = (*gi).second.N();
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if (HasPerVertexColor(m))
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m.vert[i].C() = (*gi).second.Col();
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++i;
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}
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}
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void ExtractMesh(MeshType& m)
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{
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m.Clear();
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if (GridCell.empty())
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return;
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Allocator<MeshType>::AddVertices(m, GridCell.size());
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typename std::unordered_map<Point3i, CellType>::iterator gi;
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int i = 0;
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for (gi = GridCell.begin(); gi != GridCell.end(); ++gi) {
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m.vert[i].P() = (*gi).second.Pos();
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m.vert[i].N() = (*gi).second.N();
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if (HasPerVertexColor(m))
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m.vert[i].C() = (*gi).second.Col();
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(*gi).second.id = i;
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++i;
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}
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Allocator<MeshType>::AddFaces(m, TriSet.size());
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TriHashSetIterator ti;
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i = 0;
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for (ti = TriSet.begin(); ti != TriSet.end(); ++ti) {
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m.face[i].V(0) = &(m.vert[(*ti).v[0]->id]);
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m.face[i].V(1) = &(m.vert[(*ti).v[1]->id]);
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m.face[i].V(2) = &(m.vert[(*ti).v[2]->id]);
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// if we are merging faces even when opposite we choose
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// the best orientation according to the averaged normal
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if (!DuplicateFaceParam) {
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CoordType N = TriangleNormal(m.face[i]);
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int badOrient = 0;
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if (N.dot((*ti).v[0]->N()) < 0)
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++badOrient;
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if (N.dot((*ti).v[1]->N()) < 0)
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++badOrient;
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if (N.dot((*ti).v[2]->N()) < 0)
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++badOrient;
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if (badOrient > 2)
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std::swap(m.face[i].V(0), m.face[i].V(1));
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}
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i++;
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}
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}
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private:
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// This class keeps the references to the three cells where a face has its vertexes.
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class SimpleTri
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{
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public:
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CellType* v[3];
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int ii(int i) const { return *((int*) (&(v[i]))); }
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bool operator<(const SimpleTri& p) const
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{
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return (v[2] != p.v[2]) ? (v[2] < p.v[2]) :
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(v[1] != p.v[1]) ? (v[1] < p.v[1]) :
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(v[0] < p.v[0]);
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}
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// Sort the vertex of the face maintaining the original face orientation (it only ensure
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// that v0 is the minimum)
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void sortOrient()
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{
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if (v[1] < v[0] && v[1] < v[2]) {
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std::swap(v[0], v[1]);
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std::swap(v[1], v[2]);
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return;
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} // v1 was the minimum
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if (v[2] < v[0] && v[2] < v[1]) {
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std::swap(v[0], v[2]);
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std::swap(v[1], v[2]);
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return;
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} // v2 was the minimum
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return; // v0 was the minimum;
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}
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void sort()
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{
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if (v[0] > v[1])
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std::swap(v[0], v[1]); // now v0 < v1
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if (v[0] > v[2])
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std::swap(v[0], v[2]); // now v0 is the minimum
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if (v[1] > v[2])
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std::swap(v[1], v[2]); // sorted!
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}
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bool operator==(const SimpleTri& pt) const
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{
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return (pt.v[0] == v[0]) && (pt.v[1] == v[1]) && (pt.v[2] == v[2]);
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}
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// Hashing Function;
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size_t operator()(const SimpleTri& pt) const
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{
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// return (ii(0)*HASH_P0 ^ ii(1)*HASH_P1 ^ ii(2)*HASH_P2);
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return std::hash<CellType*>()(pt.v[0]) ^ std::hash<CellType*>()(pt.v[1]) ^
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std::hash<CellType*>()(pt.v[2]);
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}
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};
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// DuplicateFace == bool means that during the clustering doublesided surface (like a thin
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// shell) that would be clustered to a single surface will be merged into two identical but
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// opposite faces. So in practice: DuplicateFace=true a model with looks ok if you enable
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// backface culling DuplicateFace=false a model with looks ok if you enable doublesided lighting
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// and disable backfaceculling
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bool DuplicateFaceParam = true;
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BasicGrid<ScalarType> Grid;
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std::unordered_set<SimpleTri, SimpleTri> TriSet;
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typedef typename std::unordered_set<SimpleTri, SimpleTri>::iterator TriHashSetIterator;
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std::unordered_map<Point3i, CellType> GridCell;
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// The init function Take two parameters
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// _size is the approximate total number of cells composing the grid surrounding the objects
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// (usually a large number)
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// eg _size==1.000.000 means a 100x100x100 grid
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// _cellsize is the absolute length of the edge of the grid cell.
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// eg _cellsize==2.0 means that all the vertexes in a 2.0x2.0x2.0 cell are clustered
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// togheter
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// Notes:
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// _size is used only if the cell edge IS zero.
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// _cellsize gives you an absolute measure of the maximum error introduced
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// during the simplification (e.g. half of the cell edge length)
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void Init(Box3<ScalarType> _mbb, int _size, ScalarType _cellsize = 0)
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{
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GridCell.clear();
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TriSet.clear();
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Grid.bbox = _mbb;
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/// inflate the bb calculated
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ScalarType infl = (_cellsize == (ScalarType) 0) ? (Grid.bbox.Diag() / _size) : (_cellsize);
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Grid.bbox.min -= CoordType(infl, infl, infl);
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Grid.bbox.max += CoordType(infl, infl, infl);
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Grid.dim = Grid.bbox.max - Grid.bbox.min;
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if (_cellsize == 0)
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BestDim(_size, Grid.dim, Grid.siz);
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else
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Grid.siz = Point3i::Construct(Grid.dim / _cellsize);
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// find voxel size
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Grid.voxel[0] = Grid.dim[0] / Grid.siz[0];
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Grid.voxel[1] = Grid.dim[1] / Grid.siz[1];
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Grid.voxel[2] = Grid.dim[2] / Grid.siz[2];
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}
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}; // end class clustering
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} // namespace tri
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} // namespace vcg
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#endif
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