358 lines
9.9 KiB
C++
358 lines
9.9 KiB
C++
#include "hole_filling.h"
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#include "IO.h"
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#include "util.h"
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#include <MeshReconstruction.h>
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static std::vector<std::vector<HalfedgeHandle>> findHoles(MyMesh &mesh) {
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std::vector<std::vector<HalfedgeHandle>> holes;
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std::set<HalfedgeHandle> ignore;
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for (HalfedgeHandle it : mesh.halfedges()) {
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if (mesh.is_boundary(it)
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&& ignore.find(it) == ignore.end()) {
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holes.emplace_back();
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holes.back().push_back(it);
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ignore.insert(it);
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for (HalfedgeHandle it2 : HalfedgeLoopRange<MyMesh>(mesh, it)) {
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holes.back().push_back(it2);
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ignore.insert(it2);
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}
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}
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}
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return holes;
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}
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void fillHoleDumb(MyMesh &mesh, std::vector<HalfedgeHandle> &hole) {
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mesh.request_vertex_status();
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mesh.request_edge_status();
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mesh.request_face_status();
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Point center(0, 0, 0);
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size_t length = 0;
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for (HalfedgeHandle it : hole) {
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VertexHandle vert = mesh.to_vertex_handle(it);
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center += mesh.point(vert);
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length++;
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}
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center /= length;
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VertexHandle center_handle = mesh.new_vertex_dirty(center);
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mesh.set_color(center_handle, mesh.default_color);
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for (HalfedgeHandle it : hole) {
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mesh.add_face(mesh.from_vertex_handle(it),
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mesh.to_vertex_handle(it),
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center_handle);
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}
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}
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void fillHolesDumb(MyMesh &mesh) {
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mesh.holes = findHoles(mesh);
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for (auto hole : mesh.holes) {
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fillHoleDumb(mesh, hole);
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}
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}
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using namespace std ;
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using namespace MeshReconstruction;
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/* ************** Implicit RBF ************** */
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Implicit_RBF::Implicit_RBF(vector<float> alpha, vector<float> beta, vector<MyMesh::Point> center) : _alpha(alpha), _beta(beta), _center(center)
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{
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_n = _alpha.size() ;
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_d = _beta.size() ;
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if (_center.size() != _n)
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throw runtime_error("Inconsistent size of alpha and centers in Implicit_RBF constructor.");
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}
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// Computation of the value of the implicit surface at point X
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float Implicit_RBF::val(MyMesh::Point X) const
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{
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float res = 0 ;
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// Computation of the sum of RBF at centers
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for(int i=0; i<_n; i++)
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{
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res += _alpha.at(i) * myphi((X-_center.at(i)).norm()) ;
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}
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// Computation of the polynomial part
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for(int j=0; j<_d; j++)
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{
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res += _beta.at(j) * myp(j, X) ;
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}
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return res ;
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}
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/* ************** Hole Filling ************** */
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Hole_Filling::Hole_Filling(MyMesh &mesh, float scale, float discr)
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: _mesh(mesh),
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_scale(scale),
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_discr(discr)
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{
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_mesh.add_property(_vprop, "vprop_flag");
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cout << "Starting hole filling ..." << endl ;
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}
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// ***** Computation of boundary and its neighborhood
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MyMesh::HalfedgeHandle Hole_Filling::find_boundary_edge()
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{
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MyMesh::HalfedgeIter he_it = _mesh.halfedges_begin();
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while ( (he_it != _mesh.halfedges_end()) && (!_mesh.is_boundary(*he_it)))
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{
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++he_it ;
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}
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if (he_it != _mesh.halfedges_end())
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return *he_it ;
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else
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throw std::runtime_error("Boundary HE does not exist") ;
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}
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vector<MyMesh::VertexHandle> Hole_Filling::find_boundary(MyMesh::HalfedgeHandle heh)
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{
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MyMesh::HalfedgeHandle heh_ini = heh ;
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vector<MyMesh::VertexHandle> boundary ;
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// Follow (and memorize) boundary edges
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do
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{
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boundary.push_back(_mesh.to_vertex_handle(heh));
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heh = _mesh.next_halfedge_handle(heh);
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} while (heh != heh_ini) ;
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return boundary ;
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}
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void Hole_Filling::init_mark_boundary(const vector<MyMesh::VertexHandle> & bnd)
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{
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for (MyMesh::VertexIter v_it = _mesh.vertices_begin() ; v_it != _mesh.vertices_end(); ++v_it)
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_mesh.property(_vprop, *v_it) = false ;
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for (int i=0; i<bnd.size(); ++i)
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_mesh.property(_vprop, bnd.at(i)) = true ;
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}
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vector<MyMesh::VertexHandle> Hole_Filling::next_neighbors(const vector<MyMesh::VertexHandle> & bnd)
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{
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// Visit bnd vertices to find and mark next circle
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vector<MyMesh::VertexHandle> next_bnd ;
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for (int i=0; i<bnd.size(); i++)
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{
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for (MyMesh::VertexVertexIter vv_it = _mesh.vv_iter(bnd.at(i));vv_it.is_valid();++vv_it)
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{
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if (_mesh.property(_vprop, *vv_it) == false) // new vertex
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{
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_mesh.property(_vprop, *vv_it) = true ;
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next_bnd.push_back(*vv_it);
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}
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}
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}
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return next_bnd ;
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}
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// ***** Computation of RBF
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pair<pair<Eigen::MatrixXd &, Eigen::VectorXd &>, vector<MyMesh::Point> &> Hole_Filling::compute_approx_mat(vector<MyMesh::VertexHandle> vlist)
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{
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const int n(vlist.size()), d(10) ;
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Eigen::MatrixXd & A = *(new Eigen::MatrixXd(3*n+d,3*n+d)) ;
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Eigen::MatrixXd Phi(3*n,3*n);
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Eigen::MatrixXd P(3*n,d);
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Eigen::VectorXd & B = *(new Eigen::VectorXd(3*n+d));
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vector<MyMesh::Point> & pts_list = *(new vector<MyMesh::Point>);
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//Append vertices to pts_list
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for (int i=0; i<n; i++)
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{
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pts_list.push_back(_mesh.point(vlist.at(i))) ;
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}
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//Append vertices+normals to pts_list
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for (int i=0; i<n; i++)
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{
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pts_list.push_back(_mesh.point(vlist.at(i)) + _mesh.normal(vlist.at(i))) ;
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}
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//Append vertices-normals to pts_list
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for (int i=0; i<n; i++)
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{
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pts_list.push_back(_mesh.point(vlist.at(i)) - _mesh.normal(vlist.at(i))) ;
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}
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int nn = pts_list.size() ;
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// Compute corresponding B vector (0 / 1 / -1 )
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B << Eigen::VectorXd::Zero(n), Eigen::VectorXd::Ones(n), -Eigen::VectorXd::Ones(n), Eigen::VectorXd::Zero(d) ;
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// Fill Phi matrix
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//TODO
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for (int i = 0; i < 3*n; i++) {
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for (int j = 0; j <= i; j++) {
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Phi(i, j) = myphi((pts_list[i] - pts_list[j]).norm());
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Phi(j, i) = Phi(i, j);
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}
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}
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// Fill P matrix
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for (int i = 0; i < 3*n; i++) {
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for (int j = 0; j < d; j++) {
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P(i, j) = myp(j, pts_list[i]);
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}
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}
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// Set final A matrix
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/* A = Phi | P
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* P' | 0 */
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A << Phi, P, P.transpose(), Eigen::MatrixXd::Zero(d, d);
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// TODO
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cout << "size of pts_list : " << nn << endl ;
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cout << "End computation of matrices" << endl ;
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return {{A,B},pts_list} ;
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}
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pair<vector<float>&, vector<float>&> Hole_Filling::solve_approx(const pair<Eigen::MatrixXd &, Eigen::VectorXd &> &p, int n, int d)
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{
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Eigen::MatrixXd & A = p.first ;
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Eigen::VectorXd & B = p.second ;
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Eigen::VectorXd res = A.householderQr().solve(B) ;
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cout << "End of solver" << endl ;
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cout << "res : " << res.head(10) << endl ;
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vector<float> & alpha = *(new vector<float>);
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vector<float> & beta = *(new vector<float>);
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if (res.size() != (n+d))
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{
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cout << "taille du res : " << res.size() << endl ;
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throw std::runtime_error("Error in solve_approx") ;
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}
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for (int i=0; i<n; i++)
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{
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alpha.push_back(res(i)) ;
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}
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for (int j=0; j<d; j++)
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{
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beta.push_back(res(n+j)) ;
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}
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return {alpha, beta} ;
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}
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// ***** IO
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void Hole_Filling::colorize_prop()
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{
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for (MyMesh::VertexIter v_it = _mesh.vertices_begin(); v_it != _mesh.vertices_end() ; ++v_it)
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{
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if(_mesh.property(_vprop, *v_it) == true)
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_mesh.set_color(*v_it, MyMesh::Color(255, 0, 0)) ;
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else
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_mesh.set_color(*v_it, MyMesh::Color(200, 200, 200)) ;
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}
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}
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void Hole_Filling::colorize_verts(const vector<MyMesh::VertexHandle> &vlist)
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{
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for (MyMesh::VertexIter v_it = _mesh.vertices_begin(); v_it != _mesh.vertices_end() ; ++v_it)
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{
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_mesh.set_color(*v_it, MyMesh::Color(200, 200, 200)) ;
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}
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for(int i=0; i<vlist.size(); i++)
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{
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_mesh.set_color(vlist.at(i), MyMesh::Color(255, 0, 0)) ;
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}
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}
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Rect3 Hole_Filling::estimate_BB(const vector<MyMesh::VertexHandle> &vlist)
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{
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MyMesh::Point minp = _mesh.point(vlist.at(0)), maxp=minp ;
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for (int i=0; i<vlist.size(); i++)
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{
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minp = min(minp, _mesh.point(vlist.at(i))) ;
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maxp = max(maxp, _mesh.point(vlist.at(i))) ;
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}
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MyMesh::Point sizep(maxp-minp), centerp = (minp+maxp)/2 ;
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minp = centerp - _scale*sizep/2 ;
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sizep *= _scale ;
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Rect3 domain ;
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domain.min = {minp[0], minp[1], minp[2]} ;
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domain.size = {sizep[0], sizep[1], sizep[2]} ;
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return domain ;
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}
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Mesh Hole_Filling::poly_n_out(const Implicit_RBF &implicit, Rect3 domain)
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{
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auto implicitEq = [&implicit](Vec3 const& pos)
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{
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MyMesh::Point X(pos.x, pos.y, pos.z) ;
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return implicit.val(X) ;
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};
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Vec3 cubeSize(domain.size*(_discr)) ;
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cout << "mind " << domain.min << endl ;
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cout << "sized" << domain.size << endl ;
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cout << "cubesize "<< cubeSize << endl ;
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return MarchCube(implicitEq, domain, cubeSize);
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}
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MyMesh fillHoleImplicit(MyMesh &mesh, Hole_Filling &hf,
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std::vector<HalfedgeHandle> &hole) {
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std::vector<VertexHandle> verts;
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for (HalfedgeHandle hh : hole) {
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verts.push_back(mesh.to_vertex_handle(hh));
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}
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verts = hf.next_neighbors(verts);
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auto [system, pts_list] = hf.compute_approx_mat(verts);
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auto [alpha, beta] = hf.solve_approx(system, pts_list.size(), 10);
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Implicit_RBF rbf(alpha, beta, pts_list);
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auto bb = hf.estimate_BB(verts) ;
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Mesh filling = hf.poly_n_out(rbf, bb);
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MyMesh ret;
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for (const Vec3 &v : filling.vertices) {
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VertexHandle vh = ret.new_vertex({v.x, v.y, v.z});
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ret.set_color(vh, ret.default_color);
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}
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for (const Triangle &t : filling.triangles) {
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ret.add_face(ret.vertex_handle(t[0]),
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ret.vertex_handle(t[1]),
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ret.vertex_handle(t[2]));
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}
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return ret;
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}
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std::vector<MyMesh> fillHolesImplicit(MyMesh &mesh,
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float scale, float discr) {
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Hole_Filling hf(mesh, scale, discr);
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mesh.holes = findHoles(mesh);
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std::vector<MyMesh> fillings;
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for (auto hole : mesh.holes) {
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fillings.push_back(fillHoleImplicit(mesh, hf, hole));
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}
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return fillings;
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// auto sdf = [&](Vec3 const& v) { return v.Norm() - 10.; };
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// Rect3 domain {{-10, -10, -10}, {20, 20, 20}};
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// auto filling = MarchCube(sdf, domain);
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// WriteObjFile(filling, "out.obj");
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// MyMesh ret;
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// for (const Vec3 &v : filling.vertices) {
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// VertexHandle vh = ret.new_vertex({v.x, v.y, v.z});
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// ret.set_color(vh, ret.default_color);
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// }
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// for (const Triangle &t : filling.triangles) {
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// ret.add_face(ret.vertex_handle(t[0]),
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// ret.vertex_handle(t[1]),
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// ret.vertex_handle(t[2]));
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// }
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// return {ret};
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}
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