491 lines
20 KiB
C++
491 lines
20 KiB
C++
#include <cmath>
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#include <QtMath>
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#include <unordered_set>
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#include <unordered_map>
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#include "util.h"
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#include "version.h"
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QString valueOfKeyInMapOrEmpty(const std::map<QString, QString> &map, const QString &key)
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{
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auto it = map.find(key);
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if (it == map.end())
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return QString();
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return it->second;
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}
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bool isTrueValueString(const QString &str)
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{
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return "true" == str || "True" == str || "1" == str;
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}
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bool isFloatEqual(float a, float b)
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{
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return fabs(a - b) <= 0.000001;
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}
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void qNormalizeAngle(int &angle)
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{
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while (angle < 0)
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angle += 360 * 16;
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while (angle > 360 * 16)
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angle -= 360 * 16;
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}
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// https://en.wikibooks.org/wiki/Cg_Programming/Unity/Hermite_Curves
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QVector3D pointInHermiteCurve(float t, QVector3D p0, QVector3D m0, QVector3D p1, QVector3D m1)
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{
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return (2.0f * t * t * t - 3.0f * t * t + 1.0f) * p0
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+ (t * t * t - 2.0f * t * t + t) * m0
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+ (-2.0f * t * t * t + 3.0f * t * t) * p1
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+ (t * t * t - t * t) * m1;
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}
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float angleInRangle360BetweenTwoVectors(QVector3D a, QVector3D b, QVector3D planeNormal)
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{
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float degrees = acos(QVector3D::dotProduct(a, b)) * 180.0 / M_PI;
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QVector3D direct = QVector3D::crossProduct(a, b);
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if (QVector3D::dotProduct(direct, planeNormal) < 0)
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return 360 - degrees;
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return degrees;
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}
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QVector3D projectLineOnPlane(QVector3D line, QVector3D planeNormal)
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{
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const auto verticalOffset = QVector3D::dotProduct(line, planeNormal) * planeNormal;
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return line - verticalOffset;
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}
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QVector3D projectPointOnLine(const QVector3D &point, const QVector3D &linePointA, const QVector3D &linePointB)
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{
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auto aToPoint = point - linePointA;
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auto aToB = linePointB - linePointA;
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return linePointA + QVector3D::dotProduct(aToPoint, aToB) / QVector3D::dotProduct(aToB, aToB) * aToB;
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}
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QString unifiedWindowTitle(const QString &text)
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{
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return text + QObject::tr(" - ") + APP_NAME;
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}
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// Sam Hocevar's answer
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// https://gamedev.stackexchange.com/questions/98246/quaternion-slerp-and-lerp-implementation-with-overshoot
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QQuaternion quaternionOvershootSlerp(const QQuaternion &q0, const QQuaternion &q1, float t)
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{
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// If t is too large, divide it by two recursively
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if (t > 1.0) {
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auto tmp = quaternionOvershootSlerp(q0, q1, t / 2);
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return tmp * q0.inverted() * tmp;
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}
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// It’s easier to handle negative t this way
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if (t < 0.0)
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return quaternionOvershootSlerp(q1, q0, 1.0 - t);
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return QQuaternion::slerp(q0, q1, t);
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}
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float radianBetweenVectors(const QVector3D &first, const QVector3D &second)
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{
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return std::acos(QVector3D::dotProduct(first.normalized(), second.normalized()));
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};
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float degreesBetweenVectors(const QVector3D &first, const QVector3D &second)
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{
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return radianBetweenVectors(first, second) * 180.0 / M_PI;
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}
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float areaOfTriangle(const QVector3D &a, const QVector3D &b, const QVector3D &c)
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{
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auto ab = b - a;
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auto ac = c - a;
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return 0.5 * QVector3D::crossProduct(ab, ac).length();
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}
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QQuaternion eulerAnglesToQuaternion(double pitch, double yaw, double roll)
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{
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return QQuaternion::fromEulerAngles(pitch, yaw, roll);
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}
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void quaternionToEulerAngles(const QQuaternion &q, double *pitch, double *yaw, double *roll)
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{
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auto eulerAngles = q.toEulerAngles();
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*pitch = eulerAngles.x();
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*yaw = eulerAngles.y();
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*roll = eulerAngles.z();
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}
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QVector3D polygonNormal(const std::vector<QVector3D> &vertices, const std::vector<size_t> &polygon)
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{
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QVector3D normal;
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for (size_t i = 0; i < polygon.size(); ++i) {
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auto j = (i + 1) % polygon.size();
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auto k = (i + 2) % polygon.size();
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const auto &enter = vertices[polygon[i]];
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const auto &cone = vertices[polygon[j]];
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const auto &leave = vertices[polygon[k]];
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normal += QVector3D::normal(enter, cone, leave);
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}
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return normal.normalized();
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}
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bool pointInTriangle(const QVector3D &a, const QVector3D &b, const QVector3D &c, const QVector3D &p)
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{
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auto u = b - a;
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auto v = c - a;
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auto w = p - a;
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auto vXw = QVector3D::crossProduct(v, w);
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auto vXu = QVector3D::crossProduct(v, u);
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if (QVector3D::dotProduct(vXw, vXu) < 0.0) {
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return false;
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}
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auto uXw = QVector3D::crossProduct(u, w);
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auto uXv = QVector3D::crossProduct(u, v);
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if (QVector3D::dotProduct(uXw, uXv) < 0.0) {
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return false;
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}
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auto denom = uXv.length();
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auto r = vXw.length() / denom;
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auto t = uXw.length() / denom;
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return r + t <= 1.0;
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}
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void angleSmooth(const std::vector<QVector3D> &vertices,
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const std::vector<std::vector<size_t>> &triangles,
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const std::vector<QVector3D> &triangleNormals,
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float thresholdAngleDegrees,
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std::vector<QVector3D> &triangleVertexNormals)
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{
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std::vector<std::vector<std::pair<size_t, size_t>>> triangleVertexNormalsMapByIndices(vertices.size());
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std::vector<QVector3D> angleAreaWeightedNormals;
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for (size_t triangleIndex = 0; triangleIndex < triangles.size(); ++triangleIndex) {
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const auto &sourceTriangle = triangles[triangleIndex];
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if (sourceTriangle.size() != 3) {
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qDebug() << "Encounter non triangle";
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continue;
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}
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const auto &v1 = vertices[sourceTriangle[0]];
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const auto &v2 = vertices[sourceTriangle[1]];
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const auto &v3 = vertices[sourceTriangle[2]];
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float area = areaOfTriangle(v1, v2, v3);
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float angles[] = {degreesBetweenVectors(v2-v1, v3-v1),
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degreesBetweenVectors(v1-v2, v3-v2),
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degreesBetweenVectors(v1-v3, v2-v3)};
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for (int i = 0; i < 3; ++i) {
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if (sourceTriangle[i] >= vertices.size()) {
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qDebug() << "Invalid vertex index" << sourceTriangle[i] << "vertices size" << vertices.size();
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continue;
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}
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triangleVertexNormalsMapByIndices[sourceTriangle[i]].push_back({triangleIndex, angleAreaWeightedNormals.size()});
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angleAreaWeightedNormals.push_back(triangleNormals[triangleIndex] * area * angles[i]);
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}
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}
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triangleVertexNormals = angleAreaWeightedNormals;
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std::map<std::pair<size_t, size_t>, float> degreesBetweenFacesMap;
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for (size_t vertexIndex = 0; vertexIndex < vertices.size(); ++vertexIndex) {
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const auto &triangleVertices = triangleVertexNormalsMapByIndices[vertexIndex];
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for (const auto &triangleVertex: triangleVertices) {
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for (const auto &otherTriangleVertex: triangleVertices) {
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if (triangleVertex.first == otherTriangleVertex.first)
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continue;
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float degrees = 0;
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auto findDegreesResult = degreesBetweenFacesMap.find({triangleVertex.first, otherTriangleVertex.first});
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if (findDegreesResult == degreesBetweenFacesMap.end()) {
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degrees = degreesBetweenVectors(triangleNormals[triangleVertex.first], triangleNormals[otherTriangleVertex.first]);
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degreesBetweenFacesMap.insert({{triangleVertex.first, otherTriangleVertex.first}, degrees});
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degreesBetweenFacesMap.insert({{otherTriangleVertex.first, triangleVertex.first}, degrees});
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} else {
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degrees = findDegreesResult->second;
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}
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if (degrees > thresholdAngleDegrees) {
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continue;
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}
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triangleVertexNormals[triangleVertex.second] += angleAreaWeightedNormals[otherTriangleVertex.second];
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}
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}
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}
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for (auto &item: triangleVertexNormals)
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item.normalize();
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}
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void recoverQuads(const std::vector<QVector3D> &vertices, const std::vector<std::vector<size_t>> &triangles, const std::set<std::pair<PositionKey, PositionKey>> &sharedQuadEdges, std::vector<std::vector<size_t>> &triangleAndQuads)
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{
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std::vector<PositionKey> verticesPositionKeys;
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for (const auto &position: vertices) {
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verticesPositionKeys.push_back(PositionKey(position));
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}
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std::map<std::pair<size_t, size_t>, std::pair<size_t, size_t>> triangleEdgeMap;
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for (size_t i = 0; i < triangles.size(); i++) {
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const auto &faceIndices = triangles[i];
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if (faceIndices.size() == 3) {
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triangleEdgeMap[std::make_pair(faceIndices[0], faceIndices[1])] = std::make_pair(i, faceIndices[2]);
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triangleEdgeMap[std::make_pair(faceIndices[1], faceIndices[2])] = std::make_pair(i, faceIndices[0]);
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triangleEdgeMap[std::make_pair(faceIndices[2], faceIndices[0])] = std::make_pair(i, faceIndices[1]);
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}
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}
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std::unordered_set<size_t> unionedFaces;
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std::vector<std::vector<size_t>> newUnionedFaceIndices;
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for (const auto &edge: triangleEdgeMap) {
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if (unionedFaces.find(edge.second.first) != unionedFaces.end())
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continue;
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auto pair = std::make_pair(verticesPositionKeys[edge.first.first], verticesPositionKeys[edge.first.second]);
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if (sharedQuadEdges.find(pair) != sharedQuadEdges.end()) {
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auto oppositeEdge = triangleEdgeMap.find(std::make_pair(edge.first.second, edge.first.first));
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if (oppositeEdge == triangleEdgeMap.end()) {
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qDebug() << "Find opposite edge failed";
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} else {
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if (unionedFaces.find(oppositeEdge->second.first) == unionedFaces.end()) {
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unionedFaces.insert(edge.second.first);
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unionedFaces.insert(oppositeEdge->second.first);
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std::vector<size_t> indices;
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indices.push_back(edge.second.second);
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indices.push_back(edge.first.first);
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indices.push_back(oppositeEdge->second.second);
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indices.push_back(edge.first.second);
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triangleAndQuads.push_back(indices);
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}
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}
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}
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}
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for (size_t i = 0; i < triangles.size(); i++) {
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if (unionedFaces.find(i) == unionedFaces.end()) {
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triangleAndQuads.push_back(triangles[i]);
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}
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}
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}
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size_t weldSeam(const std::vector<QVector3D> &sourceVertices, const std::vector<std::vector<size_t>> &sourceTriangles,
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float allowedSmallestDistance, const std::set<PositionKey> &excludePositions,
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std::vector<QVector3D> &destVertices, std::vector<std::vector<size_t>> &destTriangles)
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{
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std::unordered_set<int> excludeVertices;
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for (size_t i = 0; i < sourceVertices.size(); ++i) {
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if (excludePositions.find(sourceVertices[i]) != excludePositions.end())
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excludeVertices.insert(i);
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}
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float squareOfAllowedSmallestDistance = allowedSmallestDistance * allowedSmallestDistance;
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std::map<int, int> weldVertexToMap;
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std::unordered_set<int> weldTargetVertices;
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std::unordered_set<int> processedFaces;
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std::map<std::pair<int, int>, std::pair<int, int>> triangleEdgeMap;
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std::unordered_map<int, int> vertexAdjFaceCountMap;
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for (int i = 0; i < (int)sourceTriangles.size(); i++) {
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const auto &faceIndices = sourceTriangles[i];
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if (faceIndices.size() == 3) {
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vertexAdjFaceCountMap[faceIndices[0]]++;
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vertexAdjFaceCountMap[faceIndices[1]]++;
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vertexAdjFaceCountMap[faceIndices[2]]++;
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triangleEdgeMap[std::make_pair(faceIndices[0], faceIndices[1])] = std::make_pair(i, faceIndices[2]);
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triangleEdgeMap[std::make_pair(faceIndices[1], faceIndices[2])] = std::make_pair(i, faceIndices[0]);
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triangleEdgeMap[std::make_pair(faceIndices[2], faceIndices[0])] = std::make_pair(i, faceIndices[1]);
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}
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}
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for (int i = 0; i < (int)sourceTriangles.size(); i++) {
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if (processedFaces.find(i) != processedFaces.end())
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continue;
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const auto &faceIndices = sourceTriangles[i];
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if (faceIndices.size() == 3) {
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bool indicesSeamCheck[3] = {
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excludeVertices.find(faceIndices[0]) == excludeVertices.end(),
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excludeVertices.find(faceIndices[1]) == excludeVertices.end(),
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excludeVertices.find(faceIndices[2]) == excludeVertices.end()
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};
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for (int j = 0; j < 3; j++) {
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int next = (j + 1) % 3;
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int nextNext = (j + 2) % 3;
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if (indicesSeamCheck[j] && indicesSeamCheck[next]) {
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std::pair<int, int> edge = std::make_pair(faceIndices[j], faceIndices[next]);
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int thirdVertexIndex = faceIndices[nextNext];
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if ((sourceVertices[edge.first] - sourceVertices[edge.second]).lengthSquared() < squareOfAllowedSmallestDistance) {
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auto oppositeEdge = std::make_pair(edge.second, edge.first);
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auto findOppositeFace = triangleEdgeMap.find(oppositeEdge);
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if (findOppositeFace == triangleEdgeMap.end()) {
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qDebug() << "Find opposite edge failed";
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continue;
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}
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int oppositeFaceIndex = findOppositeFace->second.first;
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if (((sourceVertices[edge.first] - sourceVertices[thirdVertexIndex]).lengthSquared() <
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(sourceVertices[edge.second] - sourceVertices[thirdVertexIndex]).lengthSquared()) &&
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vertexAdjFaceCountMap[edge.second] <= 4 &&
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weldVertexToMap.find(edge.second) == weldVertexToMap.end()) {
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weldVertexToMap[edge.second] = edge.first;
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weldTargetVertices.insert(edge.first);
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processedFaces.insert(i);
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processedFaces.insert(oppositeFaceIndex);
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break;
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} else if (vertexAdjFaceCountMap[edge.first] <= 4 &&
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weldVertexToMap.find(edge.first) == weldVertexToMap.end()) {
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weldVertexToMap[edge.first] = edge.second;
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weldTargetVertices.insert(edge.second);
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processedFaces.insert(i);
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processedFaces.insert(oppositeFaceIndex);
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break;
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}
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}
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}
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}
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}
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}
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int weldedCount = 0;
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int faceCountAfterWeld = 0;
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std::map<int, int> oldToNewVerticesMap;
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for (int i = 0; i < (int)sourceTriangles.size(); i++) {
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const auto &faceIndices = sourceTriangles[i];
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std::vector<int> mappedFaceIndices;
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bool errored = false;
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for (const auto &index: faceIndices) {
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int finalIndex = index;
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int mapTimes = 0;
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while (mapTimes < 500) {
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auto findMapResult = weldVertexToMap.find(finalIndex);
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if (findMapResult == weldVertexToMap.end())
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break;
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finalIndex = findMapResult->second;
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mapTimes++;
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}
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if (mapTimes >= 500) {
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qDebug() << "Map too much times";
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errored = true;
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break;
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}
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mappedFaceIndices.push_back(finalIndex);
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}
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if (errored || mappedFaceIndices.size() < 3)
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continue;
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bool welded = false;
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for (decltype(mappedFaceIndices.size()) j = 0; j < mappedFaceIndices.size(); j++) {
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int next = (j + 1) % 3;
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if (mappedFaceIndices[j] == mappedFaceIndices[next]) {
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welded = true;
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break;
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}
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}
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if (welded) {
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weldedCount++;
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continue;
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}
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faceCountAfterWeld++;
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std::vector<size_t> newFace;
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for (const auto &index: mappedFaceIndices) {
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auto findMap = oldToNewVerticesMap.find(index);
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if (findMap == oldToNewVerticesMap.end()) {
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size_t newIndex = destVertices.size();
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newFace.push_back(newIndex);
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destVertices.push_back(sourceVertices[index]);
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oldToNewVerticesMap.insert({index, newIndex});
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} else {
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newFace.push_back(findMap->second);
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}
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}
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destTriangles.push_back(newFace);
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}
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return weldedCount;
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}
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bool isManifold(const std::vector<std::vector<size_t>> &faces)
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{
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std::set<std::pair<size_t, size_t>> halfEdges;
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for (const auto &face: faces) {
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for (size_t i = 0; i < face.size(); ++i) {
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size_t j = (i + 1) % face.size();
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auto insertResult = halfEdges.insert({face[i], face[j]});
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if (!insertResult.second)
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return false;
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}
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}
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for (const auto &it: halfEdges) {
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if (halfEdges.find({it.second, it.first}) == halfEdges.end())
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return false;
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}
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return true;
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}
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void trim(std::vector<QVector3D> *vertices, bool normalize)
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{
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float xLow = std::numeric_limits<float>::max();
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float xHigh = std::numeric_limits<float>::lowest();
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float yLow = std::numeric_limits<float>::max();
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float yHigh = std::numeric_limits<float>::lowest();
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float zLow = std::numeric_limits<float>::max();
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float zHigh = std::numeric_limits<float>::lowest();
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for (const auto &position: *vertices) {
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if (position.x() < xLow)
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xLow = position.x();
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else if (position.x() > xHigh)
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xHigh = position.x();
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if (position.y() < yLow)
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yLow = position.y();
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else if (position.y() > yHigh)
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yHigh = position.y();
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if (position.z() < zLow)
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zLow = position.z();
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else if (position.z() > zHigh)
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zHigh = position.z();
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}
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float xMiddle = (xHigh + xLow) * 0.5;
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float yMiddle = (yHigh + yLow) * 0.5;
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float zMiddle = (zHigh + zLow) * 0.5;
|
||
if (normalize) {
|
||
float xSize = xHigh - xLow;
|
||
float ySize = yHigh - yLow;
|
||
float zSize = zHigh - zLow;
|
||
float longSize = ySize;
|
||
if (xSize > longSize)
|
||
longSize = xSize;
|
||
if (zSize > longSize)
|
||
longSize = zSize;
|
||
if (qFuzzyIsNull(longSize))
|
||
longSize = 0.000001;
|
||
for (auto &position: *vertices) {
|
||
position.setX((position.x() - xMiddle) / longSize);
|
||
position.setY((position.y() - yMiddle) / longSize);
|
||
position.setZ((position.z() - zMiddle) / longSize);
|
||
}
|
||
} else {
|
||
for (auto &position: *vertices) {
|
||
position.setX((position.x() - xMiddle));
|
||
position.setY((position.y() - yMiddle));
|
||
position.setZ((position.z() - zMiddle));
|
||
}
|
||
}
|
||
}
|
||
|
||
void chamferFace2D(std::vector<QVector2D> *face)
|
||
{
|
||
auto oldFace = *face;
|
||
face->clear();
|
||
for (size_t i = 0; i < oldFace.size(); ++i) {
|
||
size_t j = (i + 1) % oldFace.size();
|
||
face->push_back(oldFace[i] * 0.8 + oldFace[j] * 0.2);
|
||
face->push_back(oldFace[i] * 0.2 + oldFace[j] * 0.8);
|
||
}
|
||
}
|
||
|
||
void subdivideFace2D(std::vector<QVector2D> *face)
|
||
{
|
||
auto oldFace = *face;
|
||
face->resize(oldFace.size() * 2);
|
||
for (size_t i = 0, n = 0; i < oldFace.size(); ++i) {
|
||
size_t h = (i + oldFace.size() - 1) % oldFace.size();
|
||
size_t j = (i + 1) % oldFace.size();
|
||
(*face)[n++] = oldFace[h] * 0.125 + oldFace[i] * 0.75 + oldFace[j] * 0.125;
|
||
(*face)[n++] = (oldFace[i] + oldFace[j]) * 0.5;
|
||
}
|
||
}
|
||
|
||
QVector3D choosenBaseAxis(const QVector3D &layoutDirection)
|
||
{
|
||
const std::vector<QVector3D> axisList = {
|
||
QVector3D(1, 0, 0),
|
||
QVector3D(0, 1, 0),
|
||
QVector3D(0, 0, 1),
|
||
};
|
||
std::vector<std::pair<float, size_t>> dots;
|
||
for (size_t i = 0; i < axisList.size(); ++i) {
|
||
dots.push_back(std::make_pair(qAbs(QVector3D::dotProduct(layoutDirection, axisList[i])), i));
|
||
}
|
||
return axisList[std::min_element(dots.begin(), dots.end(), [](const std::pair<float, size_t> &first,
|
||
const std::pair<float, size_t> &second) {
|
||
return first.first < second.first;
|
||
})->second];
|
||
}
|