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mesh_processing.cpp
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/*
* Software License Agreement (BSD License)
*
* Point Cloud Library (PCL) - www.pointclouds.org
* Copyright (c) 2009-2012, Willow Garage, Inc.
* Copyright (c) 2012-, Open Perception, Inc.
*
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above
* copyright notice, this list of conditions and the following
* disclaimer in the documentation and/or other materials provided
* with the distribution.
* * Neither the name of the copyright holder(s) nor the names of its
* contributors may be used to endorse or promote products derived
* from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
* FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE
* COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
* INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
* BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
* CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
* LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
* ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*
* $Id$
*
*/
#include "mesh_processing.h"
#include <cmath>
#include "utils.h"
////////////////////////////////////////////////////////////////////////////////
pcl::ihs::MeshProcessing::MeshProcessing ()
{
}
////////////////////////////////////////////////////////////////////////////////
void
pcl::ihs::MeshProcessing::processBoundary (Mesh& mesh, const std::vector <HalfEdgeIndices>& boundary_collection, const bool cleanup) const
{
typedef std::vector <Mesh::HalfEdgeIndices> BoundaryCollection;
Mesh::VertexIndex vi_a, vi_b, vi_c, vi_d;
Eigen::Vector3f ab, bc, ac, n_adb, n_plane; // Edges and normals
Mesh::FaceIndex opposite_face;
for (BoundaryCollection::const_iterator it_bc=boundary_collection.begin (); it_bc!=boundary_collection.end (); ++it_bc)
{
const Mesh::HalfEdgeIndices& boundary = *it_bc;
if (boundary.size () == 3)
{
opposite_face = mesh.getOppositeFaceIndex (boundary [0]);
if (mesh.getOppositeFaceIndex (boundary [1]) == opposite_face &&
mesh.getOppositeFaceIndex (boundary [2]) == opposite_face)
{
// Isolated face.
mesh.deleteFace (opposite_face);
}
else
{
// Close triangular hole.
mesh.addFace (mesh.getTerminatingVertexIndex (boundary [0]),
mesh.getTerminatingVertexIndex (boundary [1]),
mesh.getTerminatingVertexIndex (boundary [2]));
}
}
else // size != 3
{
// Add triangles where the angle between the edges is below a threshold. In the example this would leave only triangles 1-2-3 and triangles 4-5-6 (threshold = 60 degrees). Triangle 1-2-3 should not be added because vertex 2 is not convex (as vertex 5).
// Example: The boundary is on the top. Vertex 7 is connected to vertex 0.
// 2 //
// / \ //
// ... 0 - 1 3 - 4 6 - 7 ... //
// \ / //
// 5 //
for (int i=0; i<boundary.size (); ++i)
{
// The vertices on the boundary
vi_a = mesh.getOriginatingVertexIndex (boundary [i]);
vi_b = mesh.getTerminatingVertexIndex (boundary [i]);
vi_c = mesh.getTerminatingVertexIndex (boundary [(i+1) % boundary.size ()]);
const Eigen::Vector4f& v_a = mesh.getVertexDataCloud () [vi_a.get ()].getVector4fMap ();
const Eigen::Vector4f& v_b = mesh.getVertexDataCloud () [vi_b.get ()].getVector4fMap ();
const Eigen::Vector4f& v_c = mesh.getVertexDataCloud () [vi_c.get ()].getVector4fMap ();
ab = (v_b - v_a).head <3> ();
bc = (v_c - v_b).head <3> ();
ac = (v_c - v_a).head <3> ();
const float angle = std::acos (pcl::ihs::clamp (-ab.dot (bc) / ab.norm () / bc.norm (), -1.f, 1.f));
if (angle < 1.047197551196598f) // 60 * pi / 180
{
// Third vertex belonging to the face of edge ab
vi_d = mesh.getTerminatingVertexIndex (
mesh.getNextHalfEdgeIndex (
mesh.getOppositeHalfEdgeIndex (boundary [i])));
const Eigen::Vector4f& v_d = mesh.getVertexDataCloud () [vi_d.get ()].getVector4fMap ();
// n_adb is the normal of triangle a-d-b.
// The plane goes through edge a-b and is perpendicular to the plane through a-d-b.
n_adb = (v_d - v_a).head <3> ().cross (ab)/*.normalized ()*/;
n_plane = n_adb.cross (ab/*.nomalized ()*/);
if (n_plane.dot (ac) > 0.f)
{
mesh.addFace (vi_a, vi_b, vi_c);
}
}
}
}
}
if (cleanup)
mesh.cleanUp ();
}
////////////////////////////////////////////////////////////////////////////////