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@@ -39,457 +39,11 @@ IGL_INLINE void igl::sort_triangles(
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Eigen::Matrix<typename DerivedV::Scalar, DerivedF::RowsAtCompileTime,4> BC,PBC;
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barycenter(V,F,BC);
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D = BC*(MV.transpose()*P.transpose().eval().col(2));
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+
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sort(D,1,false,sD,I);
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-
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- //// Closest corner
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- //Eigen::Matrix<typename DerivedV::Scalar, DerivedF::RowsAtCompileTime,1> D,sD;
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- //D.setConstant(F.rows(),1,-1e26);
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- //for(int c = 0;c<3;c++)
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- //{
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- // Eigen::Matrix<typename DerivedV::Scalar, DerivedF::RowsAtCompileTime,4> C;
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- // Eigen::Matrix<typename DerivedV::Scalar, DerivedF::RowsAtCompileTime,1> DC;
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- // C.resize(F.rows(),4);
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- // for(int f = 0;f<F.rows();f++)
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- // {
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- // C(f,0) = V(F(f,c),0);
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- // C(f,1) = V(F(f,c),1);
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- // C(f,2) = V(F(f,c),2);
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- // C(f,3) = 1;
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- // }
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- // DC = C*(MV.transpose()*P.transpose().eval().col(2));
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- // D = (DC.array()>D.array()).select(DC,D).eval();
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- //}
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- //sort(D,1,false,sD,I);
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-
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- //// Closest corner with tie breaks
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- //Eigen::Matrix<typename DerivedV::Scalar, DerivedF::RowsAtCompileTime,3> D,sD,ssD;
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- //D.resize(F.rows(),3);
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- //for(int c = 0;c<3;c++)
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- //{
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- // Eigen::Matrix<typename DerivedV::Scalar, DerivedF::RowsAtCompileTime,4> C;
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- // C.resize(F.rows(),4);
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- // for(int f = 0;f<F.rows();f++)
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- // {
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- // C(f,0) = V(F(f,c),0);
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- // C(f,1) = V(F(f,c),1);
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- // C(f,2) = V(F(f,c),2);
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- // C(f,3) = 1;
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- // }
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- // D.col(c) = C*(MV.transpose()*P.transpose().eval().col(2));
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- //}
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- //VectorXi _;
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- //sort(D,2,false,sD,_);
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- //sortrows(sD,false,ssD,I);
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-
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-
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slice(F,I,1,FF);
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}
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-//#include "EPS.h"
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-//#include <functional>
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-//#include <algorithm>
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-//
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-//static int tough_count = 0;
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-//template <typename Vec3>
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-//class Triangle
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-//{
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-// public:
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-// static inline bool z_comp(const Vec3 & A, const Vec3 & B)
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-// {
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-// return A(2) > B(2);
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-// }
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-// static typename Vec3::Scalar ZERO()
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-// {
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-// return igl::EPS<typename Vec3::Scalar>();
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-// return 0;
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-// }
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-// public:
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-// int id;
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-// // Sorted projected coners: c[0] has smallest z value
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-// Vec3 c[3];
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-// Vec3 n;
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-// public:
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-// Triangle():id(-1) { };
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-// Triangle(int id, const Vec3 c0, const Vec3 c1, const Vec3 c2):
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-// id(id)
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-// {
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-// using namespace std;
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-// c[0] = c0;
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-// c[1] = c1;
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-// c[2] = c2;
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-// sort(c,c+3,Triangle<Vec3>::z_comp);
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-// // normal pointed toward viewpoint
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-// n = (c0-c1).cross(c2-c0);
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-// if(n(2) < 0)
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-// {
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-// n *= -1.0;
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-// }
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-// // Avoid NaNs
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-// typename Vec3::Scalar len = n.norm();
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-// if(len == 0)
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-// {
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-// cout<<"avoid NaN"<<endl;
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-// assert(false);
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-// len = 1;
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-// }
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-// n /= len;
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-// };
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-//
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-// typename Vec3::Scalar project(const Vec3 & r) const
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-// {
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-// //return n.dot(r-c[2]);
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-// int closest = -1;
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-// typename Vec3::Scalar min_dist = 1e26;
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-// for(int ci = 0;ci<3;ci++)
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-// {
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-// typename Vec3::Scalar dist = (c[ci]-r).norm();
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-// if(dist < min_dist)
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-// {
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-// min_dist = dist;
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-// closest = ci;
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-// }
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-// }
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-// assert(closest>=0);
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-// return n.dot(r-c[closest]);
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-// }
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-//
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-// // Z-values of this are < z-values of that
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-// bool is_completely_behind(const Triangle & that) const
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-// {
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-// const typename Vec3::Scalar ac0 = that.c[0](2);
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-// const typename Vec3::Scalar ac1 = that.c[1](2);
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-// const typename Vec3::Scalar ac2 = that.c[2](2);
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-// const typename Vec3::Scalar ic0 = this->c[0](2);
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-// const typename Vec3::Scalar ic1 = this->c[1](2);
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-// const typename Vec3::Scalar ic2 = this->c[2](2);
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-// return
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-// (ic0 < ac2 && ic1 <= ac2 && ic2 <= ac2) ||
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-// (ic0 <= ac2 && ic1 < ac2 && ic2 <= ac2) ||
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-// (ic0 <= ac2 && ic1 <= ac2 && ic2 < ac2);
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-// }
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-//
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-// bool is_behind_plane(const Triangle &that) const
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-// {
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-// using namespace std;
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-// const typename Vec3::Scalar apc0 = that.project(this->c[0]);
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-// const typename Vec3::Scalar apc1 = that.project(this->c[1]);
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-// const typename Vec3::Scalar apc2 = that.project(this->c[2]);
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-// cout<<" "<<
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-// apc0<<", "<<
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-// apc1<<", "<<
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-// apc2<<", "<<endl;
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-// return (apc0 < ZERO() && apc1 < ZERO() && apc2 < ZERO());
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-// }
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-//
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-// bool is_in_front_of_plane(const Triangle &that) const
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-// {
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-// using namespace std;
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-// const typename Vec3::Scalar apc0 = that.project(this->c[0]);
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-// const typename Vec3::Scalar apc1 = that.project(this->c[1]);
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-// const typename Vec3::Scalar apc2 = that.project(this->c[2]);
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-// cout<<" "<<
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-// apc0<<", "<<
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-// apc1<<", "<<
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-// apc2<<", "<<endl;
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-// return (apc0 > ZERO() && apc1 > ZERO() && apc2 > ZERO());
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-// }
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-//
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-// bool is_coplanar(const Triangle &that) const
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-// {
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-// using namespace std;
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-// const typename Vec3::Scalar apc0 = that.project(this->c[0]);
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-// const typename Vec3::Scalar apc1 = that.project(this->c[1]);
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-// const typename Vec3::Scalar apc2 = that.project(this->c[2]);
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-// return (fabs(apc0)<=ZERO() && fabs(apc1)<=ZERO() && fabs(apc2)<=ZERO());
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-// }
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-//
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-// // http://stackoverflow.com/a/14561664/148668
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-// // a1 is line1 start, a2 is line1 end, b1 is line2 start, b2 is line2 end
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-// static bool seg_seg_intersect(const Vec3 & a1, const Vec3 & a2, const Vec3 & b1, const Vec3 & b2)
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-// {
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-// Vec3 b = a2-a1;
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-// Vec3 d = b2-b1;
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-// typename Vec3::Scalar bDotDPerp = b(0) * d(1) - b(1) * d(0);
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-//
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-// // if b dot d == 0, it means the lines are parallel so have infinite intersection points
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-// if (bDotDPerp == 0)
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-// return false;
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-//
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-// Vec3 c = b1-a1;
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-// typename Vec3::Scalar t = (c(0) * d(1) - c(1) * d(0)) / bDotDPerp;
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-// if (t < 0 || t > 1)
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-// return false;
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-//
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-// typename Vec3::Scalar u = (c(0) * b(1) - c(1) * b(0)) / bDotDPerp;
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-// if (u < 0 || u > 1)
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-// return false;
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-//
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-// return true;
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-// }
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-// bool has_corner_inside(const Triangle & that) const
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-// {
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-// // http://www.blackpawn.com/texts/pointinpoly/
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-// // Compute vectors
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-// Vec3 A = that.c[0];
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-// Vec3 B = that.c[1];
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-// Vec3 C = that.c[2];
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-// A(2) = B(2) = C(2) = 0;
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-// for(int ci = 0;ci<3;ci++)
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-// {
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-// Vec3 P = this->c[ci];
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-// P(2) = 0;
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-//
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-// Vec3 v0 = C - A;
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-// Vec3 v1 = B - A;
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-// Vec3 v2 = P - A;
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-//
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-// // Compute dot products
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-// typename Vec3::Scalar dot00 = v0.dot(v0);
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-// typename Vec3::Scalar dot01 = v0.dot(v1);
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-// typename Vec3::Scalar dot02 = v0.dot(v2);
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-// typename Vec3::Scalar dot11 = v1.dot(v1);
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-// typename Vec3::Scalar dot12 = v1.dot(v2);
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-//
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-// // Compute barycentric coordinates
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-// typename Vec3::Scalar invDenom = 1 / (dot00 * dot11 - dot01 * dot01);
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-// typename Vec3::Scalar u = (dot11 * dot02 - dot01 * dot12) * invDenom;
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-// typename Vec3::Scalar v = (dot00 * dot12 - dot01 * dot02) * invDenom;
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-//
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-// // Check if point is in triangle
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-// if((u >= 0) && (v >= 0) && (u + v < 1))
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-// {
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-// return true;
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-// }
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-// }
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-// return false;
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-// }
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-//
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-// bool overlaps(const Triangle &that) const
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-// {
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-// // Edges cross
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-// for(int e = 0;e<3;e++)
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-// {
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-// for(int f = 0;f<3;f++)
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-// {
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-// if(seg_seg_intersect(
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-// this->c[e],this->c[(e+1)%3],
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-// that.c[e],that.c[(e+1)%3]))
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-// {
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-// return true;
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-// }
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-// }
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-// }
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-// // This could be entirely inside that
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-// if(this->has_corner_inside(that))
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-// {
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-// return true;
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-// }
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-// // vice versa
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-// if(that.has_corner_inside(*this))
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-// {
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-// return true;
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-// }
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-// return false;
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-// }
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-//
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-//
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-// bool operator< (const Triangle &that) const
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-// {
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-// // THIS < THAT if "depth" of THIS < "depth" of THAT
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-// // " if THIS should be draw before THAT
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-// using namespace std;
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-// bool ret = false;
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-// // Self compare
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-// if(that.id == this->id)
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-// {
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-// ret = false;
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-// }
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-// if(this->is_completely_behind(that))
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-// {
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-// cout<<" "<<this->id<<" completely behind "<<that.id<<endl;
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-// ret = false;
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-// }else if(that.is_completely_behind(*this))
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-// {
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-// cout<<" "<<that.id<<" completely behind "<<this->id<<endl;
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-// ret = true;
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-// }else
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-// {
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-// if(!this->overlaps(that))
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-// {
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-// assert(!that.overlaps(*this));
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-// cout<<" THIS does not overlap THAT"<<endl;
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-// // No overlap use barycenter
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-// return
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-// 1./3.*(this->c[0](2) + this->c[1](2) + this->c[2](2)) >
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-// 1./3.*(that.c[0](2) + that.c[1](2) + that.c[2](2));
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-// }else
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-// {
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-// if(this->is_coplanar(that) || that.is_coplanar(*this))
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-// {
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-// cout<<" coplanar"<<endl;
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-// // co-planar: decide based on barycenter depth
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-// ret =
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-// 1./3.*(this->c[0](2) + this->c[1](2) + this->c[2](2)) >
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-// 1./3.*(that.c[0](2) + that.c[1](2) + that.c[2](2));
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-// }else if(this->is_behind_plane(that))
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-// {
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-// cout<<" THIS behind plane of THAT"<<endl;
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-// ret = true;
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-// }else if(that.is_behind_plane(*this))
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-// {
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-// cout<<" THAT behind of plane of THIS"<<endl;
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-// ret = false;
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-// // THAT is in front of plane of THIS
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-// }else if(that.is_in_front_of_plane(*this))
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-// {
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-// cout<<" THAT in front of plane of THIS"<<endl;
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-// ret = true;
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-// // THIS is in front of plane of THAT
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-// }else if(this->is_in_front_of_plane(that))
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-// {
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-// cout<<" THIS in front plane of THAT"<<endl;
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-// ret = false;
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-// }else
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-// {
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-// cout<<" compare bary"<<endl;
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-// ret =
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-// 1./3.*(this->c[0](2) + this->c[1](2) + this->c[2](2)) >
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-// 1./3.*(that.c[0](2) + that.c[1](2) + that.c[2](2));
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-// }
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-// }
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-// }
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-// if(ret)
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-// {
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-// // THIS < THAT so better not be THAT < THIS
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-// cout<<this->id<<" < "<<that.id<<endl;
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-// assert(!(that < *this));
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-// }else
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-// {
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-// // THIS >= THAT so could be THAT < THIS or THAT == THIS
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-// }
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-// return ret;
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-// }
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-//};
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-//#include <igl/matlab/MatlabWorkspace.h>
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-//
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-//template <
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-// typename DerivedV,
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-// typename DerivedF,
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-// typename DerivedMV,
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-// typename DerivedP,
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-// typename DerivedFF,
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-// typename DerivedI>
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-//IGL_INLINE void igl::sort_triangles_robust(
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-// const Eigen::PlainObjectBase<DerivedV> & V,
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-// const Eigen::PlainObjectBase<DerivedF> & F,
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-// const Eigen::PlainObjectBase<DerivedMV> & MV,
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-// const Eigen::PlainObjectBase<DerivedP> & P,
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-// Eigen::PlainObjectBase<DerivedFF> & FF,
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-// Eigen::PlainObjectBase<DerivedI> & I)
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-//{
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-// assert(false &&
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-// "THIS WILL NEVER WORK because depth sorting is not a numerical sort where"
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-// "pairwise comparisons of triangles are transitive. Rather it is a"
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-// "topological sort on a dependency graph. Dependency encodes 'This triangle"
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-// "must be drawn before that one'");
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-// using namespace std;
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-// using namespace Eigen;
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-// typedef Matrix<typename DerivedV::Scalar,3,1> Vec3;
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-// assert(V.cols() == 4);
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-// Matrix<typename DerivedV::Scalar, DerivedV::RowsAtCompileTime,3> VMVP =
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-// V*(MV.transpose()*P.transpose().eval().block(0,0,4,3));
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-//
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-// MatrixXd projV(V.rows(),3);
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-// for(int v = 0;v<V.rows();v++)
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-// {
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-// Vector3d vv;
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-// vv(0) = V(v,0);
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-// vv(1) = V(v,1);
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-// vv(2) = V(v,2);
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-// Vector3d p;
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-// project(vv,p);
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-// projV.row(v) = p;
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-// }
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|
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-//
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-// vector<Triangle<Vec3> > vF(F.rows());
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-// MatrixXd N(F.rows(),3);
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-// MatrixXd C(F.rows()*3,3);
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|
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-// for(int f = 0;f<F.rows();f++)
|
|
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-// {
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-// vF[f] =
|
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|
-// //Triangle<Vec3>(f,VMVP.row(F(f,0)),VMVP.row(F(f,1)),VMVP.row(F(f,2)));
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|
-// Triangle<Vec3>(f,projV.row(F(f,0)),projV.row(F(f,1)),projV.row(F(f,2)));
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|
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-// N.row(f) = vF[f].n;
|
|
|
-// for(int c = 0;c<3;c++)
|
|
|
-// for(int d = 0;d<3;d++)
|
|
|
-// C(f*3+c,d) = vF[f].c[c](d);
|
|
|
-// }
|
|
|
-// MatlabWorkspace mw;
|
|
|
-// mw.save_index(F,"F");
|
|
|
-// mw.save(V,"V");
|
|
|
-// mw.save(MV,"MV");
|
|
|
-// mw.save(P,"P");
|
|
|
-// Vector4i VP;
|
|
|
-// glGetIntegerv(GL_VIEWPORT, VP.data());
|
|
|
-// mw.save(projV,"projV");
|
|
|
-// mw.save(VP,"VP");
|
|
|
-// mw.save(VMVP,"VMVP");
|
|
|
-// mw.save(N,"N");
|
|
|
-// mw.save(C,"C");
|
|
|
-// mw.write("ao.mat");
|
|
|
-// sort(vF.begin(),vF.end());
|
|
|
-//
|
|
|
-// // check
|
|
|
-// for(int f = 0;f<F.rows();f++)
|
|
|
-// {
|
|
|
-// for(int g = f+1;g<F.rows();g++)
|
|
|
-// {
|
|
|
-// assert(!(vF[g] < vF[f])); // should never happen
|
|
|
-// }
|
|
|
-// }
|
|
|
-// FF.resize(F.rows(),3);
|
|
|
-// I.resize(F.rows(),1);
|
|
|
-// for(int f = 0;f<F.rows();f++)
|
|
|
-// {
|
|
|
-// FF.row(f) = F.row(vF[f].id);
|
|
|
-// I(f) = vF[f].id;
|
|
|
-// }
|
|
|
-//
|
|
|
-// mw.save_index(FF,"FF");
|
|
|
-// mw.save_index(I,"I");
|
|
|
-// mw.write("ao.mat");
|
|
|
-//}
|
|
|
-
|
|
|
-//template <
|
|
|
-// typename DerivedV,
|
|
|
-// typename DerivedF,
|
|
|
-// typename DerivedFF,
|
|
|
-// typename DerivedI>
|
|
|
-//IGL_INLINE void igl::sort_triangles_robust(
|
|
|
-// const Eigen::PlainObjectBase<DerivedV> & V,
|
|
|
-// const Eigen::PlainObjectBase<DerivedF> & F,
|
|
|
-// Eigen::PlainObjectBase<DerivedFF> & FF,
|
|
|
-// Eigen::PlainObjectBase<DerivedI> & I)
|
|
|
-//{
|
|
|
-// using namespace Eigen;
|
|
|
-// using namespace std;
|
|
|
-// // Put model, projection, and viewport matrices into double arrays
|
|
|
-// Matrix4d MV;
|
|
|
-// Matrix4d P;
|
|
|
-// glGetDoublev(GL_MODELVIEW_MATRIX, MV.data());
|
|
|
-// glGetDoublev(GL_PROJECTION_MATRIX, P.data());
|
|
|
-// if(V.cols() == 3)
|
|
|
-// {
|
|
|
-// Matrix<typename DerivedV::Scalar, DerivedV::RowsAtCompileTime,4> hV;
|
|
|
-// hV.resize(V.rows(),4);
|
|
|
-// hV.block(0,0,V.rows(),V.cols()) = V;
|
|
|
-// hV.col(3).setConstant(1);
|
|
|
-// return sort_triangles_robust(hV,F,MV,P,FF,I);
|
|
|
-// }else
|
|
|
-// {
|
|
|
-// return sort_triangles_robust(V,F,MV,P,FF,I);
|
|
|
-// }
|
|
|
-//}
|
|
|
|
|
|
#ifdef IGL_STATIC_LIBRARY
|
|
|
// Explicit template instantiation
|