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- // This file is part of libigl, a simple c++ geometry processing library.
- //
- // Copyright (C) 2015 Alec Jacobson <[email protected]>
- //
- // 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/.
- #include "edge_collapse_is_valid.h"
- #include "collapse_edge.h"
- #include "circulation.h"
- #include "intersect.h"
- #include "unique.h"
- #include "list_to_matrix.h"
- #include <vector>
- template <
- typename DerivedF,
- typename DerivedE,
- typename DerivedEMAP,
- typename DerivedEF,
- typename DerivedEI>
- IGL_INLINE bool igl::edge_collapse_is_valid(
- const int e,
- const Eigen::MatrixBase<DerivedF> & F,
- const Eigen::MatrixBase<DerivedE> & E,
- const Eigen::MatrixBase<DerivedEMAP> & EMAP,
- const Eigen::MatrixBase<DerivedEF> & EF,
- const Eigen::MatrixBase<DerivedEI> & EI)
- {
- // For consistency with collapse_edge.cpp, let's determine edge flipness
- // (though not needed to check validity)
- const int eflip = E(e,0)>E(e,1);
- // source and destination
- const int s = eflip?E(e,1):E(e,0);
- const int d = eflip?E(e,0):E(e,1);
- if(s == IGL_COLLAPSE_EDGE_NULL && d==IGL_COLLAPSE_EDGE_NULL)
- {
- return false;
- }
- // check if edge collapse is valid: intersection of vertex neighbors of s and
- // d should be exactly 2+(s,d) = 4
- // http://stackoverflow.com/a/27049418/148668
- {
- // all vertex neighbors around edge, including the two vertices of the edge
- const auto neighbors = [&F,&E,&EMAP,&EF,&EI](
- const int e,
- const bool ccw)
- {
- std::vector<int> N,uN;
- std::vector<int> V2Fe = circulation(e, ccw,EMAP,EF,EI);
- for(auto f : V2Fe)
- {
- N.push_back(F(f,0));
- N.push_back(F(f,1));
- N.push_back(F(f,2));
- }
- std::vector<size_t> _1,_2;
- igl::unique(N,uN,_1,_2);
- Eigen::VectorXi uNm;
- list_to_matrix(uN,uNm);
- return uNm;
- };
- Eigen::VectorXi Ns = neighbors(e, eflip);
- Eigen::VectorXi Nd = neighbors(e,!eflip);
- Eigen::VectorXi Nint = igl::intersect(Ns,Nd);
- if(Nint.size() != 4)
- {
- return false;
- }
- if(Ns.size() == 4 && Nd.size() == 4)
- {
- Eigen::VectorXi NsNd(8);
- NsNd<<Ns,Nd;
- Eigen::VectorXi Nun,_1,_2;
- igl::unique(NsNd,Nun,_1,_2);
- // single tet, don't collapse
- if(Nun.size() == 4)
- {
- return false;
- }
- }
- }
- return true;
- }
- IGL_INLINE bool igl::edge_collapse_is_valid(
- std::vector<int> & Nsv,
- std::vector<int> & Ndv)
- {
- // Do we really need to check if edge is IGL_COLLAPSE_EDGE_NULL ?
- if(Nsv.size()<2 || Ndv.size()<2)
- {
- // Bogus data
- assert(false);
- return false;
- }
- // determine if the first two vertices are the same before reordering.
- // If they are and there are 3 each, then (I claim) this is an edge on a
- // single tet.
- const bool first_two_same = (Nsv[0] == Ndv[0]) && (Nsv[1] == Ndv[1]);
- if(Nsv.size() == 3 && Ndv.size() == 3 && first_two_same)
- {
- // single tet
- return false;
- }
- // https://stackoverflow.com/a/19483741/148668
- std::sort(Nsv.begin(), Nsv.end());
- std::sort(Ndv.begin(), Ndv.end());
- std::vector<int> Nint;
- std::set_intersection(
- Nsv.begin(), Nsv.end(), Ndv.begin(), Ndv.end(), std::back_inserter(Nint));
- // check if edge collapse is valid: intersection of vertex neighbors of s and
- // d should be exactly 2+(s,d) = 4
- // http://stackoverflow.com/a/27049418/148668
- if(Nint.size() != 2)
- {
- return false;
- }
-
- return true;
- }
- #ifdef IGL_STATIC_LIBRARY
- // Explicit template instantiation
- #endif
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