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// This file is part of libigl, a simple c++ geometry processing library.
//
// Copyright (C) 2014 Daniele Panozzo <daniele.panozzo@gmail.com>, Olga Diamanti <olga.diam@gmail.com>, Kevin Walliman <wkevin@student.ethz.ch>
//
// 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_COMISO_MIQ_H
#define IGL_COMISO_MIQ_H
#include "../../igl_inline.h"
#include <Eigen/Core>
#include <vector>
namespace igl
{
namespace copyleft
{
namespace comiso
{
// Global seamless parametrization aligned with a given per-face Jacobian (PD1, PD2).
// The algorithm is based on
// "Mixed-Integer Quadrangulation" by D. Bommes, H. Zimmer, L. Kobbelt
// ACM SIGGRAPH 2009, Article No. 77 (http://dl.acm.org/citation.cfm?id=1531383)
// We thank Nico Pietroni for providing a reference implementation of MIQ
// on which our code is based.
// Limitations:
// - Due to the way of handling of hardFeatures the algorithm may fail in difficult cases.
// - Meshes with boundaries are not hendled properly i.e., jagged edges along the boundary are possible
// Input:
// V #V by 3 list of mesh vertex 3D positions
// F #F by 3 list of faces indices in V
// PD1 #V by 3 first line of the Jacobian per triangle
// PD2 #V by 3 second line of the Jacobian per triangle
// (optional, if empty it will be a vector in the tangent plane orthogonal to PD1)
// gradientSize global scaling for the gradient (controls the quads resolution)
// stiffness weight for the stiffness iterations (Reserved but not used!)
// directRound greedily round all integer variables at once (greatly improves optimization speed but lowers quality)
// iter stiffness iterations (0 = no stiffness)
// localIter number of local iterations for the integer rounding
// doRound enables the integer rounding (disabling it could be useful for debugging)
// singularityRound set true/false to decide if the singularities' coordinates should be rounded to the nearest integers
// roundVertices id of additional vertices that should be snapped to integer coordinates
// hardFeatures #H by 2 list of pairs of vertices that belongs to edges that should be snapped to integer coordinates
//
// Output:
// UV #UV by 2 list of vertices in 2D
// FUV #FUV by 3 list of face indices in UV
//
template <typename DerivedV, typename DerivedF, typename DerivedU>
IGL_INLINE void miq(
const Eigen::PlainObjectBase<DerivedV> &V,
const Eigen::PlainObjectBase<DerivedF> &F,
const Eigen::PlainObjectBase<DerivedV> &PD1,
const Eigen::PlainObjectBase<DerivedV> &PD2,
Eigen::PlainObjectBase<DerivedU> &UV,
Eigen::PlainObjectBase<DerivedF> &FUV,
double gradientSize = 30.0,
double stiffness = 5.0,
bool directRound = false,
unsigned int iter = 5,
unsigned int localIter = 5,
bool doRound = true,
bool singularityRound = true,
const std::vector<int> &roundVertices = std::vector<int>(),
const std::vector<std::vector<int>> &hardFeatures = std::vector<std::vector<int> >());
// Helper function that allows to directly provided pre-combed bisectors for an already cut mesh
// Input:
// V #V by 3 list of mesh vertex 3D positions
// F #F by 3 list of faces indices in V
// Additional Input:
// PD1_combed #F by 3 first combed Jacobian
// PD2_combed #F by 3 second combed Jacobian
// mismatch #F by 3 list of per-corner integer PI/2 rotations
// singular #V list of flag that denotes if a vertex is singular or not
// seams #F by 3 list of per-corner flag that denotes seams
// Input:
// gradientSize global scaling for the gradient (controls the quads resolution)
// stiffness weight for the stiffness iterations (Reserved but not used!)
// directRound greedily round all integer variables at once (greatly improves optimization speed but lowers quality)
// iter stiffness iterations (0 = no stiffness)
// localIter number of local iterations for the integer rounding
// doRound enables the integer rounding (disabling it could be useful for debugging)
// singularityRound set true/false to decide if the singularities' coordinates should be rounded to the nearest integers
// roundVertices id of additional vertices that should be snapped to integer coordinates
// hardFeatures #H by 2 list of pairs of vertices that belongs to edges that should be snapped to integer coordinates
// Output:
// UV #UV by 2 list of vertices in 2D
// FUV #FUV by 3 list of face indices in UV
//
template <typename DerivedV, typename DerivedF, typename DerivedU>
IGL_INLINE void miq(
const Eigen::PlainObjectBase<DerivedV> &V,
const Eigen::PlainObjectBase<DerivedF> &F,
const Eigen::PlainObjectBase<DerivedV> &PD1_combed,
const Eigen::PlainObjectBase<DerivedV> &PD2_combed,
const Eigen::Matrix<int, Eigen::Dynamic, 3> &mismatch,
const Eigen::Matrix<int, Eigen::Dynamic, 1> &singular,
const Eigen::Matrix<int, Eigen::Dynamic, 3> &seams,
Eigen::PlainObjectBase<DerivedU> &UV,
Eigen::PlainObjectBase<DerivedF> &FUV,
double gradientSize = 30.0,
double stiffness = 5.0,
bool directRound = false,
unsigned int iter = 5,
unsigned int localIter = 5,
bool doRound = true,
bool singularityRound = true,
const std::vector<int> &roundVertices = std::vector<int>(),
const std::vector<std::vector<int>> &hardFeatures = std::vector<std::vector<int> >());
};
};
};
#ifndef IGL_STATIC_LIBRARY
#include "miq.cpp"
#endif
#endif