Ejemplo n.º 1
0
void GW_Mesh::CheckIntegrity()
{
	for( GW_U32 i=0; i<this->GetNbrVertex(); ++i ) 
	{
		GW_Vertex* pVert = this->GetVertex(i); GW_ASSERT( pVert!=NULL );
		GW_Face* pFace = pVert->GetFace();	GW_ASSERT( pFace!=NULL );
		if( pFace!=NULL && pFace->GetVertex(0)!=pVert &&
			pFace->GetVertex(1)!=pVert &&
			pFace->GetVertex(2)!=pVert )
			GW_ASSERT( GW_False );
	}
	for( GW_U32 i=0; i<this->GetNbrFace(); ++i )
	{
		GW_Face* pFace = this->GetFace(i);	GW_ASSERT( pFace!=NULL );
		for( GW_U32 k=0; k<3; ++k )
		{
			GW_U32 k1 = (k+1)%3;
			GW_U32 k2 = (k+2)%3;
			GW_Face* pNeighFace = pFace->GetFaceNeighbor(k);
			GW_Vertex* pV1 = pFace->GetVertex(k1);	GW_ASSERT( pV1!=NULL );
			GW_Vertex* pV2 = pFace->GetVertex(k2);	GW_ASSERT( pV2!=NULL );
			if( pNeighFace!=NULL )
			{
				GW_ASSERT( pNeighFace->GetFaceNeighbor(*pV1, *pV2)==pFace );
				GW_ASSERT( pFace->GetFaceNeighbor(*pV1, *pV2)==pNeighFace);
			}
		}
	}
}
Ejemplo n.º 2
0
/*------------------------------------------------------------------------------*/
void GW_Mesh::FlipOrientation()
{
	for( GW_U32 i=0; i<this->GetNbrFace(); ++i )
	{
		GW_Face* pFace = this->GetFace(i);	GW_ASSERT( pFace!=NULL );
		pFace->SetVertex( *pFace->GetVertex(1), *pFace->GetVertex(0), *pFace->GetVertex(2) );
		pFace->SetFaceNeighbor( pFace->GetFaceNeighbor(1), pFace->GetFaceNeighbor(0), pFace->GetFaceNeighbor(2) );
	}	
}
Ejemplo n.º 3
0
/*------------------------------------------------------------------------------*/
void GW_Mesh::ReOrientMesh( GW_Face& start_face )
{
	/* march on the voronoi diagram */
	T_FaceList FaceToProceed;
	FaceToProceed.push_back( &start_face );
	T_FaceMap FaceDone;
	FaceDone[ start_face.GetID() ] = &start_face;


	while( !FaceToProceed.empty() )
	{
		GW_Face* pFace = FaceToProceed.front();
		GW_ASSERT( pFace!=NULL );
		FaceToProceed.pop_front();

		/* add neighbors */
		for( GW_U32 i=0; i<3; ++i )
		{
			GW_Vertex* pVertDir = pFace->GetVertex(i);	GW_ASSERT( pVertDir!=NULL );
			GW_Face* pNewFace = pFace->GetFaceNeighbor(*pVertDir);
			if( pNewFace!=NULL && FaceDone.find(pNewFace->GetID())==FaceDone.end() )
			{				
				/* find the two other vertices */
				GW_U32 i1 = (i+1)%3;
				GW_U32 i2 = (i+2)%3;
				GW_Vertex* pNewVert[3];
				pNewVert[0] = pFace->GetVertex(i2);						GW_ASSERT( pNewVert[0]!=NULL );
				pNewVert[1] = pFace->GetVertex(i1);						GW_ASSERT( pNewVert[1]!=NULL );
				pNewVert[2] = pNewFace->GetVertex(*pNewVert[0], *pNewVert[1]);	GW_ASSERT( pNewVert[2]!=NULL );
				GW_Face* pNeigh[3];
				pNeigh[0] = pNewFace->GetFaceNeighbor( *pNewVert[0] );
				pNeigh[1] = pNewFace->GetFaceNeighbor( *pNewVert[1] );
				pNeigh[2] = pNewFace->GetFaceNeighbor( *pNewVert[2] );
				/* reorient the face */
				pNewFace->SetVertex( *pNewVert[0], *pNewVert[1], *pNewVert[2] );
				pNewFace->SetFaceNeighbor( pNeigh[0], pNeigh[1], pNeigh[2] );
				FaceToProceed.push_back( pNewFace );
				FaceDone[ pNewFace->GetID() ] = pNewFace;	// so that it won't be added anymore
			}
		}
	}

	/* check for global orientation (just an heuristic) */
	GW_Face* pFace = this->GetFace(0);	GW_ASSERT( pFace!=NULL );
	GW_Vector3D v = pFace->GetVertex(0)->GetPosition() +
					pFace->GetVertex(1)->GetPosition() +
					pFace->GetVertex(2)->GetPosition();
	GW_Vector3D n = pFace->ComputeNormal();
	if( n*v<0 )
		this->FlipOrientation();
}
Ejemplo n.º 4
0
/*------------------------------------------------------------------------------*/
void GW_Vertex::BuildRawNormal()
{
	GW_Vector3D FaceNormal;

	Normal_.SetZero();
	GW_U32 nIter = 0;
	for( GW_FaceIterator it = this->BeginFaceIterator(); it!=this->EndFaceIterator(); ++it )
	{
		GW_Face* pFace = *it;
		GW_ASSERT( pFace!=NULL );
		FaceNormal =	(pFace->GetVertex(0)->GetPosition()-pFace->GetVertex(1)->GetPosition()) ^
			(pFace->GetVertex(0)->GetPosition()-pFace->GetVertex(2)->GetPosition());
		FaceNormal.Normalize();
		Normal_ += FaceNormal;
		nIter++;
		if( nIter>20 )
			break;
	}
	Normal_.Normalize();
}
Ejemplo n.º 5
0
/*------------------------------------------------------------------------------*/
GW_Float GW_Mesh::GetArea()
{
	GW_Float rArea = 0;

	for( IT_FaceVector it=FaceVector_.begin(); it!=FaceVector_.end(); ++it)
	{
		GW_Face* pFace = *it;
		GW_ASSERT( pFace!=NULL );
		GW_Vertex* v0 = pFace->GetVertex(0);
		GW_Vertex* v1 = pFace->GetVertex(1);
		GW_Vertex* v2 = pFace->GetVertex(2);
		if( v0!=NULL && v1!=NULL && v2!=NULL )
		{
			GW_Vector3D e1 = v1->GetPosition() - v0->GetPosition();
			GW_Vector3D e2 = v2->GetPosition() - v0->GetPosition();
			rArea += ~(e1 ^ e2);
		}
	}

	return (GW_Float) 0.5*rArea;
}
Ejemplo n.º 6
0
/*------------------------------------------------------------------------------*/
void GW_Mesh::ReOrientNormals()
{
	for( GW_U32 i=0; i<this->GetNbrFace(); ++i )
	{
		GW_Face* pFace = this->GetFace(i);	GW_ASSERT( pFace!=NULL );
		GW_Vector3D n = pFace->ComputeNormal();
		for( GW_U32 k=0; k<3; ++k )
		{
			GW_Vector3D& nv = pFace->GetVertex(k)->GetNormal();
			if( nv*n < 0 )
				nv = -nv;
		}
	}
}
Ejemplo n.º 7
0
/*------------------------------------------------------------------------------*/
void GW_Mesh::BuildConnectivity()
{
	T_FaceList* VertexToFaceMap = new T_FaceList[this->GetNbrVertex()];

	/* build the inverse map vertex->face */
	for( IT_FaceVector it = FaceVector_.begin(); it!=FaceVector_.end(); ++it )
	{
		GW_Face* pFace = *it;
		GW_ASSERT( pFace!=NULL );
		for( GW_U32 i=0; i<3; ++i )
		{
			GW_Vertex* pVert = pFace->GetVertex(i);
			GW_ASSERT(pVert!=NULL);
			GW_ASSERT( pVert->GetID() <= this->GetNbrVertex() ); 
			VertexToFaceMap[pVert->GetID()].push_back( pFace );
		}
	}
	/* now we can set up connectivity */
	for( IT_FaceVector it=FaceVector_.begin(); it!=FaceVector_.end(); ++it )
	{
		GW_Face* pFace = *it;
		GW_ASSERT( pFace!=NULL );

		/* set up the neigbooring faces of the 3 vertices */
		T_FaceList* pFaceLists[3];
		for( GW_U32 i=0; i<3; ++i )
		{
			GW_Vertex* pVert = pFace->GetVertex(i);
			pFaceLists[i] = &VertexToFaceMap[pVert->GetID()];
		}

		/* compute neighbor in the 3 directions */
		for( GW_U32 i=0; i<3; ++i )
		{
			GW_Face* pNeighbor = NULL;
			GW_U32 i1 = (i+1)%3;
			GW_U32 i2 = (i+2)%3;
			/* we must find the intersection of the surrounding faces of these 2 vertex */
			GW_Bool bFind = GW_False;
			for( IT_FaceList it1 = pFaceLists[i1]->begin(); it1!=pFaceLists[i1]->end() && bFind!=GW_True; ++it1 )
			{
				GW_Face* pFace1 = *it1;
				for( IT_FaceList it2 = pFaceLists[i2]->begin(); it2!=pFaceLists[i2]->end() && bFind!=GW_True; ++it2 )
				{
					GW_Face* pFace2 = *it2;
					if( pFace1==pFace2 && pFace1!=pFace )
					{
						pNeighbor = pFace1;
						bFind=GW_True;
					}
				}
			}
			//			GW_ASSERT( pNeighbor!=NULL );
			/* assign the face */
/*			if( pFace->GetFaceNeighbor(i)!=NULL )
				GW_ASSERT( pFace->GetFaceNeighbor(i)==pNeighbor );	*/
			pFace->SetFaceNeighbor( pNeighbor, i );
			/* make some test on the neighbor to assure symetry
			   in the connectivity relationship */
			if( pNeighbor!=NULL )
			{
				GW_I32 nEdgeNumber = pNeighbor->GetEdgeNumber( *pFace->GetVertex(i1),*pFace->GetVertex(i2) );
				GW_ASSERT( nEdgeNumber>=0 );
#if 0
				if( pNeighbor->GetFaceNeighbor( nEdgeNumber )!=NULL )
					GW_ASSERT(pNeighbor->GetFaceNeighbor(nEdgeNumber)==pFace);
#endif
				pNeighbor->SetFaceNeighbor( pFace, nEdgeNumber );
			}
		}
	}

	GW_DELETEARRAY( VertexToFaceMap );
}
/*------------------------------------------------------------------------------*/
void GW_VoronoiMesh::FixHole()
{
	typedef std::pair<GW_VoronoiVertex*, GW_VoronoiVertex*> T_VertexPair;
	typedef std::list<T_VertexPair>	T_VertexPairList;
	typedef T_VertexPairList::iterator	IT_VertexPairList;
	T_VertexPairList VertexPairList;
	for( GW_U32 i=0; i<this->GetNbrFace(); ++i )
	{
		GW_Face* pFace = this->GetFace(i);
		GW_ASSERT( pFace!=NULL );
		for( GW_U32 nV = 0; nV<3; ++nV )
		{
			if( pFace->GetFaceNeighbor(nV)==NULL )
			{
				GW_VoronoiVertex* pVert1 = (GW_VoronoiVertex*) pFace->GetVertex( (nV+1)%3 );
				GW_VoronoiVertex* pVert2 = (GW_VoronoiVertex*) pFace->GetVertex( (nV+2)%3 );
				VertexPairList.push_back( T_VertexPair(pVert1,pVert2) );
			}
		}
	}
	char str[50];
	sprintf( str, "%d boundary edges detected.", VertexPairList.size() );
	GW_OutputComment( str );
	while( !VertexPairList.empty() )
	{
		T_VertexPairList HoleBorder;
		T_VertexPair StartEdge = VertexPairList.front();
		T_VertexPair CurEdge = StartEdge;
		VertexPairList.pop_front();
		HoleBorder.push_back( CurEdge );
		/* try to find the hole border */
		GW_Bool bNextEdgeFound = GW_False;
		while( true )
		{
			bNextEdgeFound = GW_False;
			for( IT_VertexPairList it = VertexPairList.begin(); it!=VertexPairList.end(); ++it )
			{
				T_VertexPair NewEdge = *it;
				if( (NewEdge.first==CurEdge.second) && (NewEdge.second!=CurEdge.first) )
				{
					CurEdge = NewEdge;
					HoleBorder.push_back( CurEdge );
					bNextEdgeFound = GW_True;
					VertexPairList.erase( it );
					break;
				}
				if( (NewEdge.second==CurEdge.second)  && (NewEdge.first!=CurEdge.first) )
				{
					CurEdge = T_VertexPair( NewEdge.second, NewEdge.first);
					HoleBorder.push_back( CurEdge );
					bNextEdgeFound = GW_True;
					VertexPairList.erase( it );
					break;
				}
			}
			if( !bNextEdgeFound )
				break;		// the hole cannot be completed
			if( StartEdge.first == CurEdge.second )
				break;		// the hole is completed
		}
		if( bNextEdgeFound && HoleBorder.size()>2 )	// that means we have a full hole
		{
			char str[50];
			sprintf( str, "Filing a hole of %d vertex.", HoleBorder.size() );
			GW_OutputComment( str );
			IT_VertexPairList it = HoleBorder.begin();
			GW_VoronoiVertex* pVert0 = it->first;		GW_ASSERT( pVert0!=NULL );
			it++;
			GW_VoronoiVertex* pVert1 = it->first;		GW_ASSERT( pVert1!=NULL );
			it++;
			for( ; it!=HoleBorder.end(); ++it )
			{
				GW_VoronoiVertex* pVert2 = it->first;	GW_ASSERT( pVert2!=NULL );
				/* test for manifold structure before creating a new edge [v0,v2] */
				GW_Bool bManifold = GW_True;
				GW_Face* pFace1, *pFace2;
				pVert0->GetFaces( *pVert1, pFace1, pFace2 );
				if( pFace1!=NULL && pFace2!=NULL )
					bManifold = GW_False;
				pVert1->GetFaces( *pVert2, pFace1, pFace2 );
				if( pFace1!=NULL && pFace2!=NULL )
					bManifold = GW_False;
				pVert0->GetFaces( *pVert2, pFace1, pFace2 );
				if( pFace1!=NULL && pFace2!=NULL )
					bManifold = GW_False;
				if( bManifold )
				{
					GW_Face& Face = this->CreateNewFace();
					Face.SetVertex( *pVert0, *pVert1, *pVert2 );
					this->AddFace( Face );
				}				
				pVert1 = pVert2;
			}
		}
	}
}
/*------------------------------------------------------------------------------*/
void GW_VoronoiMesh::BuildMesh( GW_GeodesicMesh& Mesh, GW_Bool bFixHole )
{
	/* Create Vornoi vertex and make the inverse map GeodesicVertex->VoronoiVertex */
	this->CreateVoronoiVertex();

#if 1	// simple method

	GW_OutputComment("Recomputing the whole Voronoi diagram.");
	GW_VoronoiMesh::PerformFastMarching( Mesh, BaseVertexList_ );

	/* find the faces */
	GW_OutputComment("Building the faces.");
	T_FaceMap FaceMap;	// to store the faces already built.
	for( GW_U32 i=0; i<Mesh.GetNbrFace(); ++i )
	{
		GW_Face* pFace = Mesh.GetFace(i);	GW_ASSERT( pFace!=NULL );
		GW_GeodesicVertex* pGeo[3];
		GW_GeodesicVertex* pFront[3];
		for( GW_U32 j=0; j<3; ++j )
		{
			pGeo[j] = (GW_GeodesicVertex*) pFace->GetVertex(j); GW_ASSERT( pGeo[j]!=NULL );
			pFront[j] = pGeo[j]->GetFront();
		}
		if( pFront[0]!=pFront[1] && pFront[1]!=pFront[2] && pFront[2]!=pFront[0] )
		{
			GW_U32 nID = GW_Vertex::ComputeUniqueId( *pFront[0], *pFront[1], *pFront[2] );
			if( FaceMap.find(nID)==FaceMap.end() )
			{
				/* create the face */
				GW_Face& Face = this->CreateNewFace();
				FaceMap[nID] = &Face;
				for( GW_U32 j=0; j<3; ++j )		// assign the vertices
				{
					GW_U32 nID = pFront[j]->GetID();
					GW_ASSERT( VoronoiVertexMap_.find(nID)!=VoronoiVertexMap_.end() );
					GW_VoronoiVertex* pVorVert = VoronoiVertexMap_[nID];	GW_ASSERT( pVorVert!=NULL );
					Face.SetVertex( *pVorVert, j );
				}
			}
		}
	}

#else

	GW_OutputComment("Computing voronoi diagrams.");
	/* perform once more a firestart to set up connectivity */		
	Mesh.RegisterNewDeadVertexCallbackFunction( GW_VoronoiMesh::FastMarchingCallbackFunction_MeshBuilding );
	Mesh.ResetGeodesicMesh();
	GW_VoronoiMesh::PerformFastMarching( Mesh, BaseVertexList_ );
	Mesh.RegisterNewDeadVertexCallbackFunction( NULL );

	/* build the faces */
	T_FaceMap FaceMap;	// to store the faces already built.

	GW_OutputComment("Building voronoi mesh faces.");
	for( IT_GeodesicVertexList it = BaseVertexList_.begin(); it!=BaseVertexList_.end(); ++it )
	{
		GW_GeodesicVertex* pVert0 = *it;
		GW_ASSERT( pVert0!=NULL );
		/* retrive the corresponding voronoi vertex */
		GW_VoronoiVertex* pVoronoiVert0 = GW_VoronoiMesh::GetVoronoiFromGeodesic( *pVert0 );
		GW_ASSERT( pVoronoiVert0!=NULL );
		for( IT_VoronoiVertexList itVoronoi1=pVoronoiVert0->BeginNeighborIterator(); itVoronoi1!=pVoronoiVert0->EndNeighborIterator(); ++itVoronoi1 )
		{
			GW_VoronoiVertex* pVoronoiVert1 = *itVoronoi1;
			GW_ASSERT( pVoronoiVert1!=NULL );
			GW_U32 nNumTriangle = 0;
			for( IT_VoronoiVertexList itVoronoi2=pVoronoiVert1->BeginNeighborIterator(); itVoronoi2!=pVoronoiVert1->EndNeighborIterator(); ++itVoronoi2 )
			{
				GW_VoronoiVertex* pVoronoiVert2 = *itVoronoi2;
				GW_ASSERT( pVoronoiVert2!=NULL );
				if( pVoronoiVert2!=pVoronoiVert0 && pVoronoiVert0->IsNeighbor(*pVoronoiVert2) )
				{
					/* yes, we find a triangle ! Test if it wasn't already constructed */
					GW_U32 nUniqueId = GW_Vertex::ComputeUniqueId( *pVoronoiVert0, *pVoronoiVert1, *pVoronoiVert2 );
					if( FaceMap.find(nUniqueId)==FaceMap.end() )
					{
						nNumTriangle++;
						GW_ASSERT( nNumTriangle<=2 );	// assert manifold structure
						/* this is the 1st time we encounter this face. */
						GW_Face* pFace = &Mesh.CreateNewFace();
						/* set up the face */
						pFace->SetVertex( *pVoronoiVert0, *pVoronoiVert1, *pVoronoiVert2 );
						FaceMap[nUniqueId] = pFace;
					}
				}
			}
		}
	}

#endif

	
	/* assign the faces */
	this->SetNbrFace( (GW_U32) FaceMap.size() );
	GW_U32 nNum = 0;
	for( IT_FaceMap it = FaceMap.begin(); it!=FaceMap.end(); ++it )
	{
		this->SetFace( nNum, it->second );
		nNum++;
	}
	/* rebuild connectivity */
	GW_OutputComment("Building connectivity.");
	this->BuildConnectivity();
	/* try to fill the holes */
	if( bFixHole )
	{
		GW_OutputComment("Fixing holes.");
		this->FixHole();
		/* re-rebuild connectivity */
		this->BuildConnectivity();
	}

}