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- // This file is part of libigl, a simple c++ geometry processing library.
- //
- // Copyright (C) 2014 Alec Jacobson <alecjacobson@gmail.com>
- //
- // This Source Code Form is subject to the terms of the Mozilla Public License
- // v. 2.0. If a copy of the MPL was not distributed with this file, You can
- // obtain one at http://mozilla.org/MPL/2.0/.
- #ifndef IGL_WINDINGNUMBERTREE_H
- #define IGL_WINDINGNUMBERTREE_H
- #include <list>
- #include <map>
- #include <Eigen/Dense>
- #include "WindingNumberMethod.h"
- namespace igl
- {
- // This is only need to fill in references, it should never actually be touched
- // and shouldn't cause race conditions. (This is a hack, but I think it's "safe")
- static Eigen::MatrixXd dummyV;
- // Space partitioning tree for computing winding number hierarchically.
- //
- // Templates:
- // Point type for points in space, e.g. Eigen::Vector3d
- template <typename Point>
- class WindingNumberTree
- {
- public:
- // Method to use (see enum above)
- //static double min_max_w;
- static std::map<
- std::pair<const WindingNumberTree*,const WindingNumberTree*>, double>
- cached;
- protected:
- WindingNumberMethod method;
- const WindingNumberTree * parent;
- std::list<WindingNumberTree * > children;
- //// List of boundary edges (recall edges are vertices in 2d)
- //const Eigen::MatrixXi boundary;
- // Base mesh vertices
- Eigen::MatrixXd & V;
- // Base mesh vertices with duplicates removed
- Eigen::MatrixXd SV;
- // Facets in this bounding volume
- Eigen::MatrixXi F;
- // Tesselated boundary curve
- Eigen::MatrixXi cap;
- // Upper Bound on radius of enclosing ball
- double radius;
- // (Approximate) center (of mass)
- Point center;
- public:
- inline WindingNumberTree();
- // For root
- inline WindingNumberTree(
- const Eigen::MatrixXd & V,
- const Eigen::MatrixXi & F);
- // For chilluns
- inline WindingNumberTree(
- const WindingNumberTree<Point> & parent,
- const Eigen::MatrixXi & F);
- inline virtual ~WindingNumberTree();
- inline void delete_children();
- inline virtual void set_mesh(
- const Eigen::MatrixXd & V,
- const Eigen::MatrixXi & F);
- // Set method
- inline void set_method( const WindingNumberMethod & m);
- public:
- inline const Eigen::MatrixXd & getV() const;
- inline const Eigen::MatrixXi & getF() const;
- inline const Eigen::MatrixXi & getcap() const;
- // Grow the Tree recursively
- inline virtual void grow();
- // Determine whether a given point is inside the bounding
- //
- // Inputs:
- // p query point
- // Returns true if the point p is inside this bounding volume
- inline virtual bool inside(const Point & p) const;
- // Compute the (partial) winding number of a given point p
- // According to method
- //
- // Inputs:
- // p query point
- // Returns winding number
- inline double winding_number(const Point & p) const;
- // Same as above, but always computes winding number using exact method
- // (sum over every facet)
- inline double winding_number_all(const Point & p) const;
- // Same as above, but always computes using sum over tesslated boundary
- inline double winding_number_boundary(const Point & p) const;
- //// Same as winding_number above, but if max_simple_abs_winding_number is
- //// less than some threshold min_max_w just return 0 (colloquially the "fast
- //// multipole method)
- ////
- ////
- //// Inputs:
- //// p query point
- //// min_max_w minimum max simple w to be processed
- //// Returns approximate winding number
- //double winding_number_approx_simple(
- // const Point & p,
- // const double min_max_w);
- // Print contents of Tree
- //
- // Optional input:
- // tab tab to show depth
- inline void print(const char * tab="");
- // Determine max absolute winding number
- //
- // Inputs:
- // p query point
- // Returns max winding number of
- inline virtual double max_abs_winding_number(const Point & p) const;
- // Same as above, but stronger assumptions on (V,F). Assumes (V,F) is a
- // simple polyhedron
- inline virtual double max_simple_abs_winding_number(const Point & p) const;
- // Compute or read cached winding number for point p with respect to mesh
- // in bounding box, recursing according to approximation criteria
- //
- // Inputs:
- // p query point
- // that WindingNumberTree containing mesh w.r.t. which we're computing w.n.
- // Returns cached winding number
- inline virtual double cached_winding_number(const WindingNumberTree & that, const Point & p) const;
- };
- }
- // Implementation
- #include "WindingNumberTree.h"
- #include "winding_number.h"
- #include "triangle_fan.h"
- #include "exterior_edges.h"
- #include <igl/PI.h>
- #include <igl/remove_duplicate_vertices.h>
- #include <iostream>
- #include <limits>
- //template <typename Point>
- //WindingNumberMethod WindingNumberTree<Point>::method = EXACT_WINDING_NUMBER_METHOD;
- //template <typename Point>
- //double WindingNumberTree<Point>::min_max_w = 0;
- template <typename Point>
- std::map< std::pair<const igl::WindingNumberTree<Point>*,const igl::WindingNumberTree<Point>*>, double>
- igl::WindingNumberTree<Point>::cached;
- template <typename Point>
- inline igl::WindingNumberTree<Point>::WindingNumberTree():
- method(EXACT_WINDING_NUMBER_METHOD),
- parent(NULL),
- V(igl::dummyV),
- SV(),
- F(),
- //boundary(igl::boundary_facets<Eigen::MatrixXi,Eigen::MatrixXi>(F))
- cap(),
- radius(std::numeric_limits<double>::infinity()),
- center(0,0,0)
- {
- }
- template <typename Point>
- inline igl::WindingNumberTree<Point>::WindingNumberTree(
- const Eigen::MatrixXd & _V,
- const Eigen::MatrixXi & _F):
- method(EXACT_WINDING_NUMBER_METHOD),
- parent(NULL),
- V(igl::dummyV),
- SV(),
- F(),
- //boundary(igl::boundary_facets<Eigen::MatrixXi,Eigen::MatrixXi>(F))
- cap(),
- radius(std::numeric_limits<double>::infinity()),
- center(0,0,0)
- {
- set_mesh(_V,_F);
- }
- template <typename Point>
- inline void igl::WindingNumberTree<Point>::set_mesh(
- const Eigen::MatrixXd & _V,
- const Eigen::MatrixXi & _F)
- {
- using namespace std;
- // Remove any exactly duplicate vertices
- // Q: Can this ever increase the complexity of the boundary?
- // Q: Would we gain even more by remove almost exactly duplicate vertices?
- Eigen::MatrixXi SF,SVI,SVJ;
- igl::remove_duplicate_vertices(_V,_F,0.0,SV,SVI,SVJ,F);
- triangle_fan(igl::exterior_edges(F),cap);
- V = SV;
- }
- template <typename Point>
- inline igl::WindingNumberTree<Point>::WindingNumberTree(
- const igl::WindingNumberTree<Point> & parent,
- const Eigen::MatrixXi & _F):
- method(parent.method),
- parent(&parent),
- V(parent.V),
- SV(),
- F(_F),
- cap(triangle_fan(igl::exterior_edges(_F)))
- {
- }
- template <typename Point>
- inline igl::WindingNumberTree<Point>::~WindingNumberTree()
- {
- delete_children();
- }
- template <typename Point>
- inline void igl::WindingNumberTree<Point>::delete_children()
- {
- using namespace std;
- // Delete children
- typename list<WindingNumberTree<Point>* >::iterator cit = children.begin();
- while(cit != children.end())
- {
- // clear the memory of this item
- delete (* cit);
- // erase from list, returns next element in iterator
- cit = children.erase(cit);
- }
- }
-
- template <typename Point>
- inline void igl::WindingNumberTree<Point>::set_method(const WindingNumberMethod & m)
- {
- this->method = m;
- for(auto child : children)
- {
- child->set_method(m);
- }
- }
- template <typename Point>
- inline const Eigen::MatrixXd & igl::WindingNumberTree<Point>::getV() const
- {
- return V;
- }
- template <typename Point>
- inline const Eigen::MatrixXi & igl::WindingNumberTree<Point>::getF() const
- {
- return F;
- }
- template <typename Point>
- inline const Eigen::MatrixXi & igl::WindingNumberTree<Point>::getcap() const
- {
- return cap;
- }
- template <typename Point>
- inline void igl::WindingNumberTree<Point>::grow()
- {
- // Don't grow
- return;
- }
- template <typename Point>
- inline bool igl::WindingNumberTree<Point>::inside(const Point & /*p*/) const
- {
- return true;
- }
- template <typename Point>
- inline double igl::WindingNumberTree<Point>::winding_number(const Point & p) const
- {
- using namespace std;
- //cout<<"+"<<boundary.rows();
- // If inside then we need to be careful
- if(inside(p))
- {
- // If not a leaf then recurse
- if(children.size()>0)
- {
- // Recurse on each child and accumulate
- double sum = 0;
- for(
- typename list<WindingNumberTree<Point>* >::const_iterator cit = children.begin();
- cit != children.end();
- cit++)
- {
- switch(method)
- {
- case EXACT_WINDING_NUMBER_METHOD:
- sum += (*cit)->winding_number(p);
- break;
- case APPROX_SIMPLE_WINDING_NUMBER_METHOD:
- case APPROX_CACHE_WINDING_NUMBER_METHOD:
- //if((*cit)->max_simple_abs_winding_number(p) > min_max_w)
- //{
- sum += (*cit)->winding_number(p);
- //}
- break;
- default:
- assert(false);
- break;
- }
- }
- return sum;
- }else
- {
- return winding_number_all(p);
- }
- }else{
- // Otherwise we can just consider boundary
- // Q: If we using the "multipole" method should we also subdivide the
- // boundary case?
- if((cap.rows() - 2) < F.rows())
- {
- switch(method)
- {
- case EXACT_WINDING_NUMBER_METHOD:
- return winding_number_boundary(p);
- case APPROX_SIMPLE_WINDING_NUMBER_METHOD:
- {
- double dist = (p-center).norm();
- // Radius is already an overestimate of inside
- if(dist>1.0*radius)
- {
- return 0;
- }else
- {
- return winding_number_boundary(p);
- }
- }
- case APPROX_CACHE_WINDING_NUMBER_METHOD:
- {
- return parent->cached_winding_number(*this,p);
- }
- default: assert(false);break;
- }
- }else
- {
- // doesn't pay off to use boundary
- return winding_number_all(p);
- }
- }
- return 0;
- }
- template <typename Point>
- inline double igl::WindingNumberTree<Point>::winding_number_all(const Point & p) const
- {
- double w = 0;
- igl::winding_number_3(
- V.data(),
- V.rows(),
- F.data(),
- F.rows(),
- p.data(),
- 1,
- &w);
- return w;
- }
- template <typename Point>
- inline double igl::WindingNumberTree<Point>::winding_number_boundary(const Point & p) const
- {
- using namespace Eigen;
- using namespace std;
- double w = 0;
- // `cap` is already flipped inside out, so we don't need to flip sign of w
- igl::winding_number_3(
- V.data(),
- V.rows(),
- cap.data(),
- cap.rows(),
- &p[0],
- 1,
- &w);
- return w;
- }
- //template <typename Point>
- //inline double igl::WindingNumberTree<Point>::winding_number_approx_simple(
- // const Point & p,
- // const double min_max_w)
- //{
- // using namespace std;
- // if(max_simple_abs_winding_number(p) > min_max_w)
- // {
- // return winding_number(p);
- // }else
- // {
- // cout<<"Skipped! "<<max_simple_abs_winding_number(p)<<"<"<<min_max_w<<endl;
- // return 0;
- // }
- //}
- template <typename Point>
- inline void igl::WindingNumberTree<Point>::print(const char * tab)
- {
- using namespace std;
- // Print all facets
- cout<<tab<<"["<<endl<<F<<endl<<"]";
- // Print children
- for(
- typename list<WindingNumberTree<Point>* >::iterator cit = children.begin();
- cit != children.end();
- cit++)
- {
- cout<<","<<endl;
- (*cit)->print((string(tab)+"").c_str());
- }
- }
- template <typename Point>
- inline double
- igl::WindingNumberTree<Point>::max_abs_winding_number(const Point & /*p*/) const
- {
- return std::numeric_limits<double>::infinity();
- }
- template <typename Point>
- inline double
- igl::WindingNumberTree<Point>::max_simple_abs_winding_number(
- const Point & /*p*/) const
- {
- using namespace std;
- return numeric_limits<double>::infinity();
- }
- template <typename Point>
- inline double igl::WindingNumberTree<Point>::cached_winding_number(
- const igl::WindingNumberTree<Point> & that,
- const Point & p) const
- {
- using namespace std;
- // Simple metric for `is_far`
- //
- // this that
- // --------
- // ----- / | \ .
- // / r \ / R \ .
- // | p ! | | ! |
- // \_____/ \ /
- // \________/
- //
- //
- // a = angle formed by trapazoid formed by raising sides with lengths r and R
- // at respective centers.
- //
- // a = atan2(R-r,d), where d is the distance between centers
- // That should be bigger (what about parent? what about sister?)
- bool is_far = this->radius<that.radius;
- if(is_far)
- {
- double a = atan2(
- that.radius - this->radius,
- (that.center - this->center).norm());
- assert(a>0);
- is_far = (a<PI/8.0);
- }
- if(is_far)
- {
- // Not implemented yet
- pair<const WindingNumberTree*,const WindingNumberTree*> this_that(this,&that);
- // Need to compute it for first time?
- if(cached.count(this_that)==0)
- {
- cached[this_that] =
- that.winding_number_boundary(this->center);
- }
- return cached[this_that];
- }else if(children.size() == 0)
- {
- // not far and hierarchy ended too soon: can't use cache
- return that.winding_number_boundary(p);
- }else
- {
- for(
- typename list<WindingNumberTree<Point>* >::const_iterator cit = children.begin();
- cit != children.end();
- cit++)
- {
- if((*cit)->inside(p))
- {
- return (*cit)->cached_winding_number(that,p);
- }
- }
- // Not inside any children? This can totally happen because bounding boxes
- // are set to bound contained facets. So sibilings may overlap and their
- // union may not contain their parent (though, their union is certainly a
- // subset of their parent).
- assert(false);
- }
- return 0;
- }
- // Explicit instanciation
- //template class igl::WindingNumberTree<Eigen::Vector3d >;
- #endif
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