Пример #1
0
static void insert_cavity_vertex(MutableTriangleTopology& mesh, RawField<const Perturbed2,VertexId> X,
                                 RawField<bool,VertexId> marked,
                                 const VertexId u, const VertexId v, const VertexId w) {
#ifndef NDEBUG
  {
    const auto vw = mesh.halfedge(v);
    assert(mesh.is_boundary(vw) && mesh.dst(vw)==w);
  }
#endif
  mesh.add_face(vec(u,v,w));
  const auto vw = mesh.prev(mesh.reverse(mesh.halfedge(u)));
  assert(mesh.vertices(vw)==vec(v,w));
  insert_cavity_vertex_helper(mesh,X,marked,vw);
}
Пример #2
0
GEODE_NEVER_INLINE static void add_constraint_edges(MutableTriangleTopology& mesh, RawField<const EV,VertexId> X,
                                                    RawArray<const Vector<int,2>> edges, const bool validate) {
  if (!edges.size())
    return;
  IntervalScope scope;
  Hashtable<Vector<VertexId,2>> constrained;
  Array<VertexId> left_cavity, right_cavity; // List of vertices for both cavities
  const auto random = new_<Random>(key+7);
  for (int i=0;i<edges.size();i++) {
    // Randomly choose an edge to ensure optimal time complexity
    const auto edge = edges[int(random_permute(edges.size(),key+5,i))].sorted();
    auto v0 = VertexId(edge.x),
         v1 = VertexId(edge.y);
    const auto vs = vec(v0,v1);
    GEODE_ASSERT(mesh.valid(v0) && mesh.valid(v1));

    {
      // Check if the edge already exists in the triangulation.  To ensure optimal complexity,
      // we loop around both vertices interleaved so that our time is O(min(degree(v0),degree(v1))).
      const auto s0 = mesh.halfedge(v0),
                 s1 = mesh.halfedge(v1);
      {
        auto e0 = s0,
             e1 = s1;
        do {
          if (mesh.dst(e0)==v1 || mesh.dst(e1)==v0)
            goto success; // The edge already exists, so there's nothing to be done.
          e0 = mesh.left(e0);
          e1 = mesh.left(e1);
        } while (e0!=s0 && e1!=s1);
      }

      // Find a triangle touching v0 or v1 containing part of the v0-v1 segment.
      // As above, we loop around both vertices interleaved.
      auto e0 = s0;
      {
        auto e1 = s1;
        if (mesh.is_boundary(e0)) e0 = mesh.left(e0);
        if (mesh.is_boundary(e1)) e1 = mesh.left(e1);
        const auto x0 = Perturbed2(v0.id,X[v0]),
                   x1 = Perturbed2(v1.id,X[v1]);
        const auto e0d = mesh.dst(e0),
                   e1d = mesh.dst(e1);
        bool e0o = triangle_oriented(x0,Perturbed2(e0d.id,X[e0d]),x1),
             e1o = triangle_oriented(x1,Perturbed2(e1d.id,X[e1d]),x0);
        for (;;) { // No need to check for an end condition, since we're guaranteed to terminate
          const auto n0 = mesh.left(e0),
                     n1 = mesh.left(e1);
          const auto n0d = mesh.dst(n0),
                     n1d = mesh.dst(n1);
          const bool n0o = triangle_oriented(x0,Perturbed2(n0d.id,X[n0d]),x1),
                     n1o = triangle_oriented(x1,Perturbed2(n1d.id,X[n1d]),x0);
          if (e0o && !n0o)
            break;
          if (e1o && !n1o) {
            // Swap v0 with v1 and e0 with e1 so that our ray starts at v0
            swap(v0,v1);
            swap(e0,e1);
            break;
          }
          e0 = n0;
          e1 = n1;
          e0o = n0o;
          e1o = n1o;
        }
      }

      // If we only need to walk one step, the retriangulation is a single edge flip
      auto cut = mesh.reverse(mesh.next(e0));
      if (mesh.dst(mesh.next(cut))==v1) {
        if (constrained.contains(vec(mesh.src(cut),mesh.dst(cut)).sorted()))
          throw DelaunayConstraintConflict(vec(v0.id,v1.id),vec(mesh.src(cut).id,mesh.dst(cut).id));
        cut = mesh.flip_edge(cut);
        goto success;
      }

      // Walk from v0 to v1, collecting the two cavities.
      const auto x0 = Perturbed2(v0.id,X[v0]),
                 x1 = Perturbed2(v1.id,X[v1]);
      right_cavity.copy(vec(v0,mesh.dst(cut)));
      left_cavity .copy(vec(v0,mesh.src(cut)));
      mesh.erase(mesh.face(e0));
      for (;;) {
        if (constrained.contains(vec(mesh.src(cut),mesh.dst(cut)).sorted()))
          throw DelaunayConstraintConflict(vec(v0.id,v1.id),vec(mesh.src(cut).id,mesh.dst(cut).id));
        const auto n = mesh.reverse(mesh.next(cut)),
                   p = mesh.reverse(mesh.prev(cut));
        const auto v = mesh.src(n);
        mesh.erase(mesh.face(cut));
        if (v == v1) {
          left_cavity.append(v);
          right_cavity.append(v);
          break;
        } else if (triangle_oriented(x0,x1,Perturbed2(v.id,X[v]))) {
          left_cavity.append(v);
          cut = n;
        } else {
          right_cavity.append(v);
          cut = p;
        }
      }

      // Retriangulate both cavities
      left_cavity.reverse();
      cavity_delaunay(mesh,X,left_cavity,random),
      cavity_delaunay(mesh,X,right_cavity,random);
    }
    success:
    constrained.set(vs);
  }

  // If desired, check that the final mesh is constrained Delaunay
  if (validate)
    assert_delaunay("constrained delaunay validate: ",mesh,X,constrained);
}
Пример #3
0
// Retriangulate a cavity formed when a constraint edge is inserted, following Shewchuck and Brown.
// The cavity is defined by a counterclockwise list of vertices v[0] to v[m-1] as in Shewchuck and Brown, Figure 5.
static void cavity_delaunay(MutableTriangleTopology& parent_mesh, RawField<const EV,VertexId> X,
                            RawArray<const VertexId> cavity, Random& random) {
  // Since the algorithm generates meshes which may be inconsistent with the outer mesh, and the cavity
  // array may have duplicate vertices, we use a temporary mesh and then copy the triangles over when done.
  // In the temporary, vertices are indexed consecutively from 0 to m-1.
  const int m = cavity.size();
  assert(m >= 3);
  const auto mesh = new_<MutableTriangleTopology>();
  Field<Perturbed2,VertexId> Xc(m,uninit);
  for (const int i : range(m))
    Xc.flat[i] = Perturbed2(cavity[i].id,X[cavity[i]]);
  mesh->add_vertices(m);
  const auto xs = Xc.flat[0],
             xe = Xc.flat[m-1];

  // Set up data structures for prev, next, pi in the paper
  const Field<VertexId,VertexId> prev(m,uninit),
                                 next(m,uninit);
  for (int i=0;i<m-1;i++) {
    next.flat[i] = VertexId(i+1);
    prev.flat[i+1] = VertexId(i);
  }
  const Array<VertexId> pi_(m-2,uninit);
  for (int i=1;i<=m-2;i++)
    pi_[i-1] = VertexId(i);
  #define PI(i) pi_[(i)-1]

  // Randomly shuffle [1,m-2], subject to vertices closer to xs-xe than both their neighbors occurring later
  for (int i=m-2;i>=2;i--) {
    int j;
    for (;;) {
      j = random.uniform<int>(0,i)+1;
      const auto pj = PI(j);
      if (!(   segment_directions_oriented(xe,xs,Xc[pj],Xc[prev[pj]])
            && segment_directions_oriented(xe,xs,Xc[pj],Xc[next[pj]])))
        break;
    }
    swap(PI(i),PI(j));
    // Remove PI(i) from the list
    const auto pi = PI(i);
    next[prev[pi]] = next[pi];
    prev[next[pi]] = prev[pi];
  }

  // Add the first triangle
  mesh->add_face(vec(VertexId(0),PI(1),VertexId(m-1)));

  // Add remaining triangles, flipping to ensure Delaunay
  const Field<bool,VertexId> marked(m);
  Array<HalfedgeId> fan;
  bool used_chew = false;
  for (int i=2;i<m-1;i++) {
    const auto pi = PI(i);
    insert_cavity_vertex(mesh,Xc,marked,pi,next[pi],prev[pi]);
    if (marked[pi]) {
      used_chew = true;
      marked[pi] = false;
      // Retriangulate the fans of triangles that have all three vertices marked
      auto e = mesh->reverse(mesh->halfedge(pi));
      auto v = mesh->src(e);
      bool mv = marked[v];
      marked[v] = false;
      fan.clear();
      do {
        const auto h = mesh->prev(e);
        e = mesh->reverse(mesh->next(e));
        v = mesh->src(e);
        const bool mv2 = marked[v];
        marked[v] = false;
        if (mv) {
          if (mv2)
            fan.append(h);
          if (!mv2 || mesh->is_boundary(e)) {
            chew_fan(mesh,Xc,pi,fan,random);
            fan.clear();
          }
        }
        mv = mv2;
      } while (!mesh->is_boundary(e));
    }
  }
  #undef PI

  // If we ran Chew's algorithm, validate the output.  I haven't tested this
  // case enough to be confident of its correctness.
  if (used_chew)
    assert_delaunay("Failure in extreme special case.  If this triggers, please email [email protected]: ",
                    mesh,Xc,Tuple<>(),false,false);

  // Copy triangles from temporary mesh to real mesh
  for (const auto f : mesh->faces()) {
    const auto v = mesh->vertices(f);
    parent_mesh.add_face(vec(cavity[v.x.id],cavity[v.y.id],cavity[v.z.id]));
  }
}
Пример #4
0
// Delaunay retriangulate a triangle fan
static void chew_fan(MutableTriangleTopology& parent_mesh, RawField<const Perturbed2,VertexId> X,
                     const VertexId u, RawArray<HalfedgeId> fan, Random& random) {
  chew_fan_count_ += 1;
#ifndef NDEBUG
  for (const auto e : fan)
    assert(parent_mesh.opposite(e)==u);
  for (int i=0;i<fan.size()-1;i++)
    GEODE_ASSERT(parent_mesh.src(fan[i])==parent_mesh.dst(fan[i+1]));
#endif
  const int n = fan.size();
  if (n < 2)
    return;
  chew_fan_count_ += 1024*n;

  // Collect vertices
  const Field<VertexId,VertexId> vertices(n+2,uninit);
  vertices.flat[0] = u;
  vertices.flat[1] = parent_mesh.src(fan[n-1]);
  for (int i=0;i<n;i++)
    vertices.flat[i+2] = parent_mesh.dst(fan[n-1-i]);

  // Delete original vertices
  for (const auto e : fan)
    parent_mesh.erase(parent_mesh.face(e));

  // Make the vertices into a doubly linked list
  const Field<VertexId,VertexId> prev(n+2,uninit),
                                 next(n+2,uninit);
  prev.flat[0].id = n+1;
  next.flat[n+1].id = 0;
  for (int i=0;i<n+1;i++) {
    prev.flat[i+1].id = i;
    next.flat[i].id = i+1;
  }

  // Randomly shuffle the vertices, then pulling elements off the linked list in reverse order of our final shuffle.
  const Array<VertexId> pi(n+2,uninit);
  for (int i=0;i<n+2;i++)
    pi[i].id = i;
  random.shuffle(pi);
  for (int i=n+1;i>=0;i--) {
    const auto j = pi[i];
    prev[next[j]] = prev[j];
    next[prev[j]] = next[j];
  }

  // Make a new singleton mesh
  const auto mesh = new_<MutableTriangleTopology>();
  mesh->add_vertices(n+2);
  small_sort(pi[0],pi[1],pi[2]);
  mesh->add_face(vec(pi[0],pi[1],pi[2]));

  // Insert remaining vertices
  Array<HalfedgeId> work;
  for (int i=3;i<n+2;i++) {
    const auto j = pi[i];
    const auto f = mesh->add_face(vec(j,next[j],prev[j]));
    work.append(mesh->reverse(mesh->opposite(f,j)));
    while (work.size()) {
      auto e = work.pop();
      if (   !mesh->is_boundary(e)
          && incircle(X[vertices[mesh->src(e)]],
                      X[vertices[mesh->dst(e)]],
                      X[vertices[mesh->opposite(e)]],
                      X[vertices[mesh->opposite(mesh->reverse(e))]])) {
        work.append(mesh->reverse(mesh->next(e)));
        work.append(mesh->reverse(mesh->prev(e)));
        e = mesh->unsafe_flip_edge(e);
      }
    }
  }

  // Copy triangles back to parent
  for (const auto f : mesh->faces()) {
    const auto vs = mesh->vertices(f);
    parent_mesh.add_face(vec(vertices[vs.x],vertices[vs.y],vertices[vs.z]));
  }
}
Пример #5
0
// InsertVertex in the paper
static void insert_cavity_vertex_helper(MutableTriangleTopology& mesh, RawField<const Perturbed2,VertexId> X,
                                        RawField<bool,VertexId> marked, const HalfedgeId vw) {
  // If wv is a boundary edge, or we're already Delaunay and properly oriented, we're done
  const auto wv = mesh.reverse(vw);
  if (mesh.is_boundary(wv))
    return;
  const auto u = mesh.opposite(vw),
             v = mesh.src(vw),
             w = mesh.dst(vw),
             x = mesh.opposite(wv);
  const auto Xu = X[u],
             Xv = X[v],
             Xw = X[w],
             Xx = X[x];
  const bool in = incircle(Xu,Xv,Xw,Xx);
  if (!in && triangle_oriented(Xu,Xv,Xw))
    return;

  // Flip edge and recurse
  const auto xu = mesh.flip_edge(wv);
  assert(mesh.vertices(xu)==vec(x,u));
  const auto vx = mesh.prev(xu),
             xw = mesh.next(mesh.reverse(xu)); // Grab this now before the recursive call changes uvx
  insert_cavity_vertex_helper(mesh,X,marked,vx),
  insert_cavity_vertex_helper(mesh,X,marked,xw);
  if (!in)
    marked[u] = marked[v] = marked[w] = marked[x] = true;
}
Пример #6
0
// positions are assumed to be at default location
Ref<MutableTriangleTopology> improve_mesh(MutableTriangleTopology const &mesh, real min_quality, real max_distance, real max_silhouette_distance, real min_normal_dot, int max_iter, real min_relevant_area, real min_quality_improvement) {
  FieldId<Vector<real,3>,VertexId> posid(vertex_position_id);
  Ref<MutableTriangleTopology> copy = mesh.copy();
  improve_mesh_inplace(copy, copy->field(posid), ImproveOptions(min_quality, max_distance, max_silhouette_distance, min_normal_dot, max_iter, min_relevant_area, min_quality_improvement));
  return copy;
}
Пример #7
0
void decimate_inplace(MutableTriangleTopology& mesh, RawField<TV,VertexId> X,
                      const T distance, const T max_angle, const int min_vertices, const T boundary_distance) {
  if (mesh.n_vertices() <= min_vertices)
    return;
  const T area = sqr(distance);
  const T sign_sqr_min_cos = sign_sqr(max_angle > .99*pi ? -1 : cos(max_angle));

  // Finds the best edge to collapse v along.  Returns (q(e),dst(e)).
  const auto best_collapse = [&mesh,X](const VertexId v) {
    Quadric q = compute_quadric(mesh,X,v);

    // Find the best edge, ignoring normal constraints
    T min_q = inf;
    HalfedgeId min_e;
    for (const auto e : mesh.outgoing(v)) {
      const T qx = q(X[mesh.dst(e)]);
      if (min_q > qx) {
        min_q = qx;
        min_e = e;
      }
    }
    return tuple(min_q,mesh.dst(min_e));
  };

  // Initialize quadrics and heap
  Heap heap(mesh.n_vertices_);
  for (const auto v : mesh.vertices()) {
    const auto qe = best_collapse(v);
    if (qe.x <= area)
      heap.inv_heap[v] = heap.heap.append(tuple(v,qe.x,qe.y));
  }
  heap.make();

  // Update the quadric information for a vertex
  const auto update = [&heap,best_collapse,area](const VertexId v) {
    const auto qe = best_collapse(v);
    if (qe.x <= area)
      heap.set(v,qe.x,qe.y);
    else
      heap.erase(v);
  };

  // Repeatedly collapse the best vertex
  while (heap.size()) {
    const auto v = heap.pop();

    // Do these vertices still exist?
    if (mesh.valid(v.x) && mesh.valid(v.y)) {
      const auto e = mesh.halfedge(v.x,v.y);

      // Is the collapse invalid?
      if (e.valid() && mesh.is_collapse_safe(e)) {
        const auto vs = mesh.src(e),
                   vd = mesh.dst(e);
        const auto xs = X[vs],
                   xd = X[vd];

        // Are we moving a boundary vertex too far from its two boundary lines?
        {
          const auto b = mesh.halfedge(vs);
          if (mesh.is_boundary(b)) {
            const auto x0 = X[mesh.dst(b)],
                       x1 = X[mesh.src(mesh.prev(b))];
            if (   line_point_distance(simplex(xs,x0),xd) > boundary_distance
                || line_point_distance(simplex(xs,x1),xd) > boundary_distance)
              goto bad;
          }
        }

        // Do the normals change too much?
        if (sign_sqr_min_cos > -1)
          for (const auto ee : mesh.outgoing(vs))
            if (e!=ee && !mesh.is_boundary(ee)) {
              const auto v2 = mesh.opposite(ee);
              if (v2 != vd) {
                const auto x1 = X[mesh.dst(ee)],
                           x2 = X[v2];
                const auto n0 = cross(x2-x1,xs-x1),
                           n1 = cross(x2-x1,xd-x1);
                if (sign_sqr(dot(n0,n1)) < sign_sqr_min_cos*sqr_magnitude(n0)*sqr_magnitude(n1))
                  goto bad;
              }
            }

        // Collapse vs onto vd, then update the heap
        mesh.unsafe_collapse(e);
        if (mesh.n_vertices() <= min_vertices)
          break;
        update(vd);
        for (const auto e : mesh.outgoing(vd))
          update(mesh.dst(e));
      }
    }
    bad:;
  }
}