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#ifndef __TRIANGLEMESH__FOR_MT__
#define __TRIANGLEMESH__FOR_MT__
#include <vector>
#include <i3d/image3d.h>
#include "../src/params.h"
/**
* This is simple, minimalistically compatible (somewhat at the syntax level (*))
* class alternative to the main MotionTracking class ActiveMesh.
*
* (*) It uses standard container (std::vector) instead of those of MotionTracking (MArray).
* Data from both containers, however, can be accessed in a syntactically the same fashion,
* i.e., with pointers and []. Modifying lengths of the containers differ.
*
* (*) Also the Vector3F is different from the MotionTracking one, yet they are similar.
*
* It is meant for rapid trying/debugging of basic "mesh-processing" mesh-not-modifying algorithms.
*/
class ActiveMesh
{
public:
std::vector<Vector3FC> Pos; //list of mesh vertices
std::vector<long unsigned int> ID; //list of triangles organized in tripplets of indices into the Pos array of vertices;
//the array length should be 3x the number of triangles in the mesh
std::vector<Vector3F> norm; //list of vectors that are normal/orthogonal to the planes given by the individual triangles
/**
* Determine coeffs that represent the local surface around vertex \e vertexID.
*
* Any point [x,y,z] on the curve satisfies the equation:
* Scalar product of \e coeffs and [1,x,y,z,xy,xz,yz,x^2,y^2,z^2] = 0.
* This also explains the order (and meaning) of the \e coeffs array.
* Order was adopted from [1], eq (2), page 3.
*
* The algorithm has been implemented according to
* the "instructions" [2], Appendix A, page 131.
*
* [1]: Dong-Ming Yan, Wenping Wang, Yang Liu, Zhouwang Yang.
* Variational mesh segmentation via quadric surface fitting.
* Elsevier: Computer-Aided Design 44 (2012), pp. 1072-1082.
*
* [2]: Hui Ma, Geometric Fitting of Quadratic Curves and Surfaces,
* Dissertation Thesis, Univ. Alabama, 2011.
*/
int CalcQuadricSurface_Taubin(const int vertexID,
float (&coeffs)[10]);
/**
* Calculate the 3rd coordinate (e.g., z) to complete a 3D point
* [x,y,z] given the other two coordinates (e.g., x and y).
* The point should lay on the quadric surface given with
* the coefficients \e coeffs.
*
* Returns false if such point could not be determined.
*
* Note that due to symmetries in the equations, one can use
* the very same function to obtain x given y,z, etc.
*
* Also note that two points are actually generated, one need
* to examine their distance to the point around which the surface
* has been calculated, and take the closer one.
*/
bool GetPointOnQuadricSurface(const float x,const float y,
float &z1, float &z2,
const float (&coeffs)[10]);
///Adjusts the input \e point to arrive at the surface given by its \e coeffs,
///the value of \e point is, therefore, changed.
float GetClosestPointOnQuadricSurface(Vector3F& point,
const float (&coeffs)[10]);
///returns index of the closest from \e points to the \e point
int ChooseClosestPoint(const std::vector<Vector3F>& points,
const Vector3F& point);
///input is filename
///returns 0 on success, otherwise non-zero
int ImportSTL(const char* filename);
int ImportVTK(const char* filename);
void RenderMask(i3d::Image3d<i3d::GRAY16>& mask);
void RenderMaskB(i3d::Image3d<i3d::GRAY16>& mask);
void CenterMesh(const Vector3F& newCentre);
void ScaleMesh(const Vector3F& scale);
//the following functions are all defined in graphics.cpp
void displayMesh(void);
void displayVertexAndNeigs(void);
void displayQuadricSurface(void);