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|---|---|---|---|
| 1 | /* | ||
| 2 | * Copyright (c) 2000-2022 Inria | ||
| 3 | * All rights reserved. | ||
| 4 | * | ||
| 5 | * Redistribution and use in source and binary forms, with or without | ||
| 6 | * modification, are permitted provided that the following conditions are met: | ||
| 7 | * | ||
| 8 | * * Redistributions of source code must retain the above copyright notice, | ||
| 9 | * this list of conditions and the following disclaimer. | ||
| 10 | * * Redistributions in binary form must reproduce the above copyright notice, | ||
| 11 | * this list of conditions and the following disclaimer in the documentation | ||
| 12 | * and/or other materials provided with the distribution. | ||
| 13 | * * Neither the name of the ALICE Project-Team nor the names of its | ||
| 14 | * contributors may be used to endorse or promote products derived from this | ||
| 15 | * software without specific prior written permission. | ||
| 16 | * | ||
| 17 | * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" | ||
| 18 | * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE | ||
| 19 | * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE | ||
| 20 | * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE | ||
| 21 | * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR | ||
| 22 | * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF | ||
| 23 | * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS | ||
| 24 | * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN | ||
| 25 | * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) | ||
| 26 | * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE | ||
| 27 | * POSSIBILITY OF SUCH DAMAGE. | ||
| 28 | * | ||
| 29 | * Contact: Bruno Levy | ||
| 30 | * | ||
| 31 | * https://www.inria.fr/fr/bruno-levy | ||
| 32 | * | ||
| 33 | * Inria, | ||
| 34 | * Domaine de Voluceau, | ||
| 35 | * 78150 Le Chesnay - Rocquencourt | ||
| 36 | * FRANCE | ||
| 37 | * | ||
| 38 | */ | ||
| 39 | |||
| 40 | |||
| 41 | #include <exploragram/hexdom/quads_from_boundary.h> | ||
| 42 | #include <exploragram/hexdom/intersect_tools.h> | ||
| 43 | #include <exploragram/hexdom/polygon.h> | ||
| 44 | |||
| 45 | namespace GEO { | ||
| 46 | |||
| 47 | |||
| 48 | struct QuadsFromBoundry { | ||
| 49 | index_t n; | ||
| 50 | vector<vec2>& pts; | ||
| 51 | double ave; | ||
| 52 | vector<index_t> global_vid[2]; // vertex indices of the sub problem | ||
| 53 | vector<index_t>& quads; | ||
| 54 | |||
| 55 | QuadsFromBoundry(vector<vec2>& p_pts, vector<index_t>& p_quads) : pts(p_pts), quads(p_quads){} | ||
| 56 | |||
| 57 | double angle(int i) { | ||
| 58 | vec2 P[3]; | ||
| 59 | FOR(p, 3) P[p] = aupp(i + int(p) - 1, pts); | ||
| 60 | return (180. / M_PI)*atan2(det(P[2] - P[1], P[0] - P[1]), dot(P[2] - P[1], P[0] - P[1])); | ||
| 61 | } | ||
| 62 | |||
| 63 | double angle(index_t i) { | ||
| 64 | return angle(int(i)); | ||
| 65 | } | ||
| 66 | |||
| 67 | vec2 point(int i) { | ||
| 68 | return aupp(i , pts); | ||
| 69 | } | ||
| 70 | |||
| 71 | vec2 point(index_t i) { | ||
| 72 | return aupp(i , pts); | ||
| 73 | } | ||
| 74 | |||
| 75 | void init() { | ||
| 76 | n = pts.size(); | ||
| 77 | ave = 0; | ||
| 78 | FOR(p, pts.size()) ave += (pts[p] - aupp(p + 1, pts)).length(); | ||
| 79 | ave /= double(pts.size()); | ||
| 80 | } | ||
| 81 | |||
| 82 | |||
| 83 | bool solve_and_merge_subproblems() { | ||
| 84 | plop("recurs"); | ||
| 85 | // solve on two halves | ||
| 86 | vector<vec2> poly[2]; | ||
| 87 | FOR(i, 2) FOR(fv, global_vid[i].size()) poly[i].push_back(pts[global_vid[i][fv]]); | ||
| 88 | |||
| 89 | vector<index_t> poly_quad[2]; | ||
| 90 | |||
| 91 | FOR(i, 2) { | ||
| 92 | QuadsFromBoundry sub(poly[i], poly_quad[i]); | ||
| 93 | if (!sub.apply()) return false; | ||
| 94 | plop(pts.size()); | ||
| 95 | plop(global_vid[i].size()); | ||
| 96 | } | ||
| 97 | // add new pts to global | ||
| 98 | FOR(i, 2) for (index_t d = global_vid[i].size(); d < poly[i].size(); d++) { | ||
| 99 | global_vid[i].push_back(pts.size()); | ||
| 100 | pts.push_back(poly[i][d]); | ||
| 101 | } | ||
| 102 | FOR(i, 2) FOR(qu, poly_quad[i].size()) quads.push_back(global_vid[i][poly_quad[i][qu]]); | ||
| 103 | |||
| 104 | return true; | ||
| 105 | |||
| 106 | } | ||
| 107 | |||
| 108 | |||
| 109 | bool apply() { | ||
| 110 | init(); | ||
| 111 | if (n == 4) { FOR(v, 4) quads.push_back(v); return true; } | ||
| 112 | |||
| 113 | |||
| 114 | |||
| 115 | |||
| 116 | // try to find a quad to close | ||
| 117 | FOR(v, n) { | ||
| 118 | double alpha[2] = { angle(v),angle((v + 1) % n) }; | ||
| 119 | double tolerance = 45; | ||
| 120 | if (alpha[0] > 90 - tolerance && alpha[0] < 90 + tolerance | ||
| 121 | && alpha[1] > 90 - tolerance && alpha[1] < 90 + tolerance) { | ||
| 122 | FOR(i, n) if (i != v && (i != ((v + 1) % n))) global_vid[0].push_back(i); | ||
| 123 | FOR(i, 4) global_vid[1].push_back((v + i + n - 1) % n); | ||
| 124 | return solve_and_merge_subproblems(); | ||
| 125 | //goto split_done; | ||
| 126 | } | ||
| 127 | } | ||
| 128 | |||
| 129 | |||
| 130 | // try to find a new vertex to punch | ||
| 131 | FOR(it, 2) | ||
| 132 | FOR(v, n) { | ||
| 133 | double alpha[3] = { angle(v),angle((v + 1) % n),angle((v + 2) % n) }; | ||
| 134 | double tolerance = 45; | ||
| 135 | bool can_punch; | ||
| 136 | if (it == 0) | ||
| 137 | can_punch = alpha[0] > 90 - tolerance && alpha[0] < 90 + tolerance | ||
| 138 | && alpha[1] > 0 - tolerance && alpha[1] < 0 + tolerance | ||
| 139 | && alpha[2] > 90 - tolerance && alpha[2] < 90 + tolerance | ||
| 140 | ; | ||
| 141 | else //(it == 1) | ||
| 142 | can_punch = alpha[0] > 90 - tolerance && alpha[0] < 90 + tolerance; | ||
| 143 | if (can_punch) {// more or less 90 degree ;) | ||
| 144 | vec2 nvP; | ||
| 145 | vec2 vec[2] = { point(v + 1) - point(v),point(v - 1) - point(v)}; | ||
| 146 | mat2 mat; | ||
| 147 | FOR(i, 2)FOR(j, 2) mat(i, j) = vec[i][j]; | ||
| 148 | mat2 inv = mat.inverse(); | ||
| 149 | vec2 b(vec[0].length2(), vec[1].length2()); | ||
| 150 | mult(inv, b.data(), nvP.data()); | ||
| 151 | nvP = nvP + point(v); | ||
| 152 | nvP = point(v) + vec[0] + vec[1]; | ||
| 153 | |||
| 154 | // check that there is no existing vertex | ||
| 155 | bool geometric_issue = false; | ||
| 156 | { | ||
| 157 | vec2 new_quad[4] = { point(v - 1),point(v),point(v + 1),nvP }; | ||
| 158 | for (double du = 0; du < .3; du += .2) | ||
| 159 | for (double dv = .8; dv < 1; dv += .2) { | ||
| 160 | vec2 pixel = | ||
| 161 | du*dv*new_quad[0] | ||
| 162 | + du*(1. - dv)*new_quad[1] | ||
| 163 | + (1. - du)*dv*new_quad[3] | ||
| 164 | + (1. - du)*(1. - dv)*new_quad[2]; | ||
| 165 | for (double c = 0; c < 1.; c += .2) FOR(vv, n) | ||
| 166 | if (((c*aupp(vv + 1, pts) + (1. - c)*point(vv)) - pixel).length() < .5*ave) geometric_issue = true; | ||
| 167 | } | ||
| 168 | } | ||
| 169 | if (geometric_issue) continue; | ||
| 170 | |||
| 171 | |||
| 172 | FOR(i, n) global_vid[0].push_back((i != v) ? ((i) % n) : pts.size()); | ||
| 173 | FOR(i, 3) global_vid[1].push_back((v + i + n - 1) % n); | ||
| 174 | global_vid[1].push_back(pts.size()); | ||
| 175 | pts.push_back(nvP); | ||
| 176 | return solve_and_merge_subproblems(); | ||
| 177 | //goto split_done; | ||
| 178 | } | ||
| 179 | } | ||
| 180 | |||
| 181 | return true; | ||
| 182 | // split_done: | ||
| 183 | } | ||
| 184 | }; | ||
| 185 | |||
| 186 | |||
| 187 | //double angle(vector<vec2>& pts, int i) { | ||
| 188 | // vec2 P[3]; | ||
| 189 | // FOR(p, 3) P[p] = aupp(i + p - 1, pts); | ||
| 190 | // return (180. / M_PI)*atan2(det(P[2] - P[1], P[0] - P[1]), dot(P[2] - P[1], P[0] - P[1])); | ||
| 191 | //} | ||
| 192 | //double ave_length(vector<vec2>& pts) { | ||
| 193 | // double res = 0; | ||
| 194 | // FOR(p, pts.size()) res += (pts[p] - aupp(p + 1, pts)).length(); | ||
| 195 | // return res/double(pts.size()); | ||
| 196 | //} | ||
| 197 | |||
| 198 | |||
| 199 | |||
| 200 | //bool try_quadrangulate_with_punch_vertex(vector<vec2>& P, vector<index_t>& quads) { | ||
| 201 | // int n = P.size(); | ||
| 202 | // if (n == 4) { FOR(v, 4) quads.push_back(v); return true; } | ||
| 203 | // vector<index_t> global_vid[2]; | ||
| 204 | |||
| 205 | |||
| 206 | // // try to find a quad to close | ||
| 207 | // FOR(v, n) { | ||
| 208 | // double alpha[2] = { angle(P, v),angle(P, (v + 1) % n) }; | ||
| 209 | // double tolerance = 45; | ||
| 210 | // if (alpha[0] > 90-tolerance && alpha[0] < 90 + tolerance | ||
| 211 | // && alpha[1] > 90 - tolerance && alpha[1] < 90 + tolerance) { | ||
| 212 | // // check that there is no existing vertex | ||
| 213 | // //bool geometric_issue = false; | ||
| 214 | // //for (double c = 0; c < 1.; c += .2) FOR(vv, n) if (((c*aupp(vv + 1, P) + (1. - c)*P[vv]) - nvP).length() < .5*ave_length(P)) geometric_issue = true; | ||
| 215 | // //if (geometric_issue) continue; | ||
| 216 | // plop("go"); | ||
| 217 | // FOR(i, n) if (i != v && (i != ((v + 1) % n))) global_vid[0].push_back(i); | ||
| 218 | // FOR(i, 4) global_vid[1].push_back((v + i + n - 1) % n); | ||
| 219 | // goto split_done; | ||
| 220 | // } | ||
| 221 | // } | ||
| 222 | |||
| 223 | |||
| 224 | // // try to find a new vertex to punch | ||
| 225 | // FOR(it,2) | ||
| 226 | // FOR(v, n) { | ||
| 227 | // double alpha[3] = { angle(P, v),angle(P, (v + 1) % n),angle(P, (v + 2) % n) }; | ||
| 228 | // double tolerance = 45; | ||
| 229 | // bool can_punch ; | ||
| 230 | // if (it == 0) | ||
| 231 | // can_punch = alpha[0] > 90 - tolerance && alpha[0] < 90 + tolerance | ||
| 232 | // && alpha[1] > 0 - tolerance && alpha[1] < 0 + tolerance | ||
| 233 | // && alpha[2] > 90 - tolerance && alpha[2] < 90 + tolerance | ||
| 234 | // ; | ||
| 235 | // if (it == 1) | ||
| 236 | // can_punch = alpha[0] > 90 - tolerance && alpha[0] < 90 + tolerance; | ||
| 237 | // if (can_punch) {// more or less 90 degree ;) | ||
| 238 | // vec2 nvP; | ||
| 239 | // vec2 vec[2] = { aupp(v + 1, P) - P[v],aupp(v - 1, P) - P[v] }; | ||
| 240 | // mat2 mat; | ||
| 241 | // FOR(i,2)FOR(j,2) mat(i, j) = vec[i][j]; | ||
| 242 | // mat2 inv = mat.inverse(); | ||
| 243 | // vec2 b (vec[0].length2(), vec[1].length2()); | ||
| 244 | // mult(inv, b.data(), nvP.data()); | ||
| 245 | // nvP = nvP + P[v]; | ||
| 246 | // nvP = P[v] + vec[0] + vec[1]; | ||
| 247 | |||
| 248 | // // check that there is no existing vertex | ||
| 249 | // bool geometric_issue = false; | ||
| 250 | // { | ||
| 251 | // double ave = ave_length(P); | ||
| 252 | // vec2 new_quad[4] = { aupp(v - 1, P),aupp(v , P),aupp(v + 1, P),nvP }; | ||
| 253 | // for (double du = 0; du < .3; du += .2) | ||
| 254 | // for (double dv = .8; dv < 1; dv += .2) { | ||
| 255 | // vec2 pixel = | ||
| 256 | // du*dv*new_quad[0] | ||
| 257 | // + du*(1. - dv)*new_quad[1] | ||
| 258 | // + (1. - du)*dv*new_quad[3] | ||
| 259 | // + (1. - du)*(1. - dv)*new_quad[2]; | ||
| 260 | // for (double c = 0; c < 1.; c += .2) FOR(vv, n) if (((c*aupp(vv + 1, P) + (1. - c)*P[vv]) - pixel).length() < .5*ave) geometric_issue = true; | ||
| 261 | // } | ||
| 262 | // } | ||
| 263 | // if (geometric_issue) continue; | ||
| 264 | |||
| 265 | // | ||
| 266 | // FOR(i, n) global_vid[0].push_back((i != v) ? ((i)%n) : P.size()); | ||
| 267 | // FOR(i, 3) global_vid[1].push_back((v+i+n-1)%n); | ||
| 268 | // global_vid[1].push_back(P.size()); | ||
| 269 | // P.push_back(nvP); | ||
| 270 | // goto split_done; | ||
| 271 | // } | ||
| 272 | // } | ||
| 273 | |||
| 274 | // return true; | ||
| 275 | // split_done: | ||
| 276 | // // solve on two halves | ||
| 277 | // vector<vec2> poly[2]; | ||
| 278 | // FOR(i, 2) FOR(fv, global_vid[i].size()) poly[i].push_back(P[global_vid[i][fv]]); | ||
| 279 | |||
| 280 | // vector<index_t> poly_quad[2]; | ||
| 281 | // FOR(i, 2) if (!try_quadrangulate_with_punch_vertex(poly[i],poly_quad[i])) return false; | ||
| 282 | // | ||
| 283 | // // add new pts to global | ||
| 284 | // FOR(i, 2) for (int d = global_vid[i].size(); d < poly[i].size(); d++) { | ||
| 285 | // global_vid[i].push_back(P.size()); | ||
| 286 | // P.push_back(poly[i][d]); | ||
| 287 | // } | ||
| 288 | // FOR(i, 2) FOR(qu, poly_quad[i].size()) quads.push_back(global_vid[i][poly_quad[i][qu]]); | ||
| 289 | |||
| 290 | // return true; | ||
| 291 | //} | ||
| 292 | |||
| 293 | |||
| 294 | |||
| 295 | |||
| 296 | |||
| 297 | |||
| 298 | ✗ | bool try_quadrangulate(vector<vec2>& pts, vector<index_t>& quads) { | |
| 299 | |||
| 300 | ✗ | return Poly2d(pts).try_quadrangulate(quads); | |
| 301 | |||
| 302 | //QuadsFromBoundry sub(pts, quads); | ||
| 303 | //return sub.apply(); | ||
| 304 | |||
| 305 | } | ||
| 306 | } | ||
| 307 |