1. 程式人生 > >半邊資料結構與網格細分演算法Loop subdivision(附程式碼)

半邊資料結構與網格細分演算法Loop subdivision(附程式碼)

網格細分的原理其實並不難理解,它的難點主要在於如何實現。在看過無數有原理無程式碼的部落格後,終於決定寫一寫我的實現方法,並附上程式碼供大家參考。c++寫的可能比較笨拙,望見諒。

1.半邊資料結構

很好理解,就是把網格的每一條邊分成兩個半邊,半邊是有方向的同一條邊的兩個半邊方向相反。並且一條邊是屬於兩個面,則半邊完全屬於一個面。

綜合上述,得到半邊的資料結構為一條半邊的起始頂點origin,這條半邊指向的下一條半邊next,這條半邊對應的另外半邊opposite,和這條半邊所在的面IncFace。

typedef struct HalfEdge//半邊結構

{

        int origin;

        struct HalfEdge* next;

        struct HalfEdge* opposite;

        int IncFace;

}HalfEdge;

 

2.網格細分演算法Loop subdivision

我只寫了三角形網格的細分,即實現了Loop subdivision演算法。

首先,我們應該清楚這個演算法是怎樣細分的:

https://img-blog.csdnimg.cn/20181103145823583.png?x-oss-process=image/watermark,type_ZmFuZ3poZW5naGVpdGk,shadow_10,text_aHR0cHM6Ly9ibG9nLmNzZG4ubmV0L3dlaXhpbl80MjAxMzA2NA==,size_16,color_FFFFFF,t_70

圖中上面兩種情況適用於內部點和內部邊產生新點的更新,下面兩種情況適用於邊界點和邊界產生新點的更新。

由於我只細分了閉合的三維圖形,所以程式碼只實現了第一種情況,就不討論第二種了。

細分過程中

  • 每一條邊都會產生一個新的頂點,這個頂點由該邊所在的兩個面中所有頂點決定,即v = 3/8*(v1 + v3) + 1/8*(v0 + v2)
  • 每一個原來的頂點都會更新自己的座標,這個更新由所有與它相鄰的原頂點決定,即http://images2015.cnblogs.com/blog/778572/201603/778572-20160307165221257-190078282.jpg
    ​,其中http://images2015.cnblogs.com/blog/778572/201603/778572-20160307165237241-1432841958.jpg

所以,每次細分要做的就是處理每一箇舊頂點和每一條邊,生成新的頂點,再將新的頂點連線成半邊和麵

 

演算法思路:

1.讀入圖形檔案,分別定義資料結構儲存圖形的點,線,面。定義半邊資料結構,將所有邊轉換為半邊。然後開始細分。

2.更新舊頂點:第一步,遍歷所有半邊,找到一條以該頂點為起始頂點的半邊。第二步,通過這條半邊找到它的next半邊,next半邊的origin為v1。再找next半邊的next半邊 的opposite半邊,進入下一個面。第三步,重複第二步直到找到的origin點vi等於v1,則已經找到所有vi,可計算出舊頂點的更新後坐標。

3.在每條舊邊上生成新頂點

:遍歷每一條半邊,通過半邊和半邊的opposite邊的next與origin找到兩個面的所有頂點,計算出新的頂點。

4.已經得到了所有新的頂點,連線它們得到新的半邊和麵。畫出新圖,細分完成。

 

大概就是這樣了,一些地方不知道是否描述清楚,不清楚的請通過程式碼自行理解。謝謝~

附:(寫於ubuntu16.04,g++編譯)

#include <GL/glut.h>  
#include <iostream>
#include <stdio.h>  
#include <stdlib.h>
#include <math.h> 
#include <assert.h>
#include <string.h>
#include<vector>

using namespace std;

#define PI 3.1415926536

typedef struct Vertex
{
	float x,y,z;
}Vertex;

typedef struct Face
{
	int num;
	int order[3];
}Face;

typedef struct HalfEdge//半邊結構
{
	int origin;
	struct HalfEdge* next;
	struct HalfEdge* opposite;
	int IncFace;
}HalfEdge;

typedef struct Map
{
	int vs,ve,e;
	
}Map;

static char *filename="cube.off";

vector<Vertex> vertex;
vector<Face> face;
vector<HalfEdge*> edge;
int e_num;
int n_node,n_face,n_edge;
int width=800; 
int height=800;

int readoff(const char* filename)
{
	FILE *fp;
	
	if(!(fp=fopen(filename,"r")))
	{
		fprintf(stderr,"Open fail");
		return 0;
	}

    	char buffer[1024];
	if(fgets(buffer,1023,fp))
	{
		if(!strstr(buffer,"OFF"))
		{
			printf("It's not a OFF FILE");
			return 0;
		}
		
		if(fgets(buffer,1023,fp))
		{
			sscanf(buffer,"%d %d %d",&n_node,&n_face,&n_edge);
			
			for(int i=0;i<n_node;i++)
			{
				Vertex ver;
				fgets(buffer,1023,fp);
				sscanf(buffer,"%f%f%f",&ver.x,&ver.y,&ver.z);
				vertex.push_back(ver);
			}
			for(int i=0;i<n_face;i++)
			{
				fgets(buffer,1023,fp);
				Face f;
				sscanf(buffer,"%d%d%d%d",&f.num,&f.order[0],&f.order[1],&f.order[2]);
				face.push_back(f);
			}
		}

    	}
/*
for(int i=0;i<n_node;i++)
{
	cout<<vertex[i].x<<" "<<vertex[i].y<<" "<<vertex[i].z<<endl;
}
*/
}
void initEdge()//生成半邊存入vector
{
	int map[n_node][n_node]={0};
	for(int i=0;i<n_node;i++)
	{
		for(int j=0;j<n_node;j++)
		{
			map[i][j]=-1;
		}
	}
cout<<"map="<<sizeof(map[0])/sizeof(int)<<endl;
	e_num=0;
	for(int i=0;i<n_face;i++)
	{
		HalfEdge* edge1=new HalfEdge();
		HalfEdge* edge2=new HalfEdge();
		HalfEdge* edge3=new HalfEdge();

		edge1->origin=face[i].order[0];
		edge2->origin=face[i].order[1];
		edge3->origin=face[i].order[2];

		edge1->next=edge2;
		edge2->next=edge3;
		edge3->next=edge1;

		HalfEdge* tmpe=new HalfEdge();
		if(map[face[i].order[1]][face[i].order[0]]!=-1)
		{
			tmpe=edge[map[face[i].order[1]][face[i].order[0]]];
			edge1->opposite=tmpe;
			tmpe->opposite=edge1;
		}
		else
		{
			edge1->opposite=NULL;
			map[face[i].order[0]][face[i].order[1]]=e_num;
		}
		e_num++;
		if(map[face[i].order[2]][face[i].order[1]]!=-1)
		{
			tmpe=edge[map[face[i].order[2]][face[i].order[1]]];
			edge2->opposite=tmpe;
			tmpe->opposite=edge2;
		}
		else
		{
			edge2->opposite=NULL;
			map[face[i].order[1]][face[i].order[2]]=e_num;
		}
		e_num++;
		if(map[face[i].order[0]][face[i].order[2]]!=-1)
		{
			tmpe=edge[map[face[i].order[0]][face[i].order[2]]];
			edge3->opposite=tmpe;
			tmpe->opposite=edge3;
		}
		else
		{
			edge3->opposite=NULL;
			map[face[i].order[2]][face[i].order[0]]=e_num;
		}
		e_num++;

		edge1->IncFace=i;
		edge2->IncFace=i;
		edge3->IncFace=i;

		edge.push_back(edge1);
		edge.push_back(edge2);
		edge.push_back(edge3);
	}
	n_edge=edge.size();

//cout<<n_edge<<endl;
	//for(int i=0;i<n_edge;i++)
		//cout<<edge[i].origin<<" "<<edge[i].next->origin<<" "<<edge[i].next->next->origin<<" "<<edge[i].IncFace<<endl;
		//cout<<edge[i]->origin<<" "<<edge[i]->opposite->origin<<endl;
}

HalfEdge* findOriginEdge(int v)//找到從該定點出發的一條半邊
{
	for(int k=0;k<n_edge;k++)
	{
		if(edge[k]->origin==v)
			return edge[k];
	}
	return NULL;
}

void subdivide()
{
	vector<Vertex> vertex2;
	vector<Face> face2;
	vector<HalfEdge*> edge2;
	HalfEdge* he=new HalfEdge();
	int n;
	float p_sumx,p_sumy,p_sumz;
	float px,py,pz;
	float beta;
cout<<"細分開始"<<endl;
	for(int i=0;i<n_node;i++)//舊點更新
	{
		he=findOriginEdge(i);

		if(he!=NULL)
		{
			n=0;
			p_sumx=0;
			p_sumy=0;
			p_sumz=0;
			HalfEdge* e=new HalfEdge();
			e=he->next;
			int p0=e->origin;

			while(e->next->origin!=p0)
			{
				n++;
				p_sumx+=vertex[e->next->origin].x;
				p_sumy+=vertex[e->next->origin].y;
				p_sumz+=vertex[e->next->origin].z;
				HalfEdge* te=new HalfEdge();
				te=e->next->opposite;
				e=te->next;
			}
			n++;
			p_sumx+=vertex[p0].x;
			p_sumy+=vertex[p0].y;
			p_sumz+=vertex[p0].z;
			beta=1/(double)n*(0.625-pow(0.375+0.25*cos(2*PI/n),2));

			px=(1-n*beta)*vertex[i].x+beta*p_sumx;
			py=(1-n*beta)*vertex[i].y+beta*p_sumy;
			pz=(1-n*beta)*vertex[i].z+beta*p_sumz;

			Vertex v;
			v.x=px;
			v.y=py;
			v.z=pz;
			vertex2.push_back(v);
		}
	}
	int map1[n_node][n_node]={0};

cout<<"map1="<<sizeof(map1[0])/sizeof(int)<<endl;
	float qx,qy,qz;

	for(int i=0;i<n_edge;i++)//新點生成
	{
		if(!map1[edge[i]->origin][edge[i]->next->origin])
		{
			int p=edge[i]->origin;
			int pi=edge[i]->next->origin;
			int pi1=edge[i]->next->next->origin;
			int pi0=edge[i]->opposite->next->next->origin;
			qx=0.375*(vertex[p].x+vertex[pi].x)+0.125*(vertex[pi1].x+vertex[pi0].x);
			qy=0.375*(vertex[p].y+vertex[pi].y)+0.125*(vertex[pi1].y+vertex[pi0].y);
			qz=0.375*(vertex[p].z+vertex[pi].z)+0.125*(vertex[pi1].z+vertex[pi0].z);

			Vertex v;
			v.x=qx;
			v.y=qy;
			v.z=qz;
			vertex2.push_back(v);

			map1[edge[i]->origin][edge[i]->next->origin]=vertex2.size()-1;
			map1[edge[i]->next->origin][edge[i]->origin]=vertex2.size()-1;
		}
	}
/*
cout<<"新點"<<endl;
for(int i=0;i<vertex2.size();i++)
{
	cout<<vertex2[i].x<<" "<<vertex2[i].y<<" "<<vertex2[i].z<<endl;
}
*/
	for(int i=0;i<n_face;i++)//新面
	{
		int a,b,c,d,e,f;
		a=face[i].order[0];
		b=face[i].order[1];
		c=face[i].order[2];
		d=map1[a][b];
		e=map1[b][c];
		f=map1[a][c];

		Face f2;
		f2.num=3;

		f2.order[0]=a;
		f2.order[1]=d;
		f2.order[2]=f;
		face2.push_back(f2);

		f2.order[0]=d;
		f2.order[1]=b;
		f2.order[2]=e;
		face2.push_back(f2);

		f2.order[0]=d;
		f2.order[1]=e;
		f2.order[2]=f;
		face2.push_back(f2);

		f2.order[0]=f;
		f2.order[1]=e;
		f2.order[2]=c;
		face2.push_back(f2);
	}
/*
cout<<"新面"<<endl;
for(int i=0;i<face2.size();i++)
{
	cout<<face2[i].order[0]<<" "<<face2[i].order[1]<<" "<<face2[i].order[2]<<endl;
}
*/

	n_face=face2.size();
	n_node=vertex2.size();
cout<<n_node<<" "<<n_face<<endl;

	int map2[n_node][n_node]={0};
	//int * map2=new int[n_node][n_node];
	for(int i=0;i<n_node;i++)
	{

		for(int j=0;j<n_node;j++)
		{
			map2[i][j]=-1;
		}
	}
cout<<"map2="<<sizeof(map2[0])/sizeof(int)<<endl;
	
	e_num=0;
	for(int i=0;i<n_face;i++)//新邊
	{
		HalfEdge* edge4=new HalfEdge();
		HalfEdge* edge5=new HalfEdge();
		HalfEdge* edge6=new HalfEdge();

		edge4->origin=face2[i].order[0];
		edge5->origin=face2[i].order[1];
		edge6->origin=face2[i].order[2];

		edge4->next=edge5;
		edge5->next=edge6;
		edge6->next=edge4;

		HalfEdge* tmpe=new HalfEdge();
		if(map2[face2[i].order[1]][face2[i].order[0]]!=-1)
		{
			tmpe=edge2[map2[face2[i].order[1]][face2[i].order[0]]];
			edge4->opposite=tmpe;
			tmpe->opposite=edge4;
		}
		else
		{
			edge4->opposite=NULL;
			map2[face2[i].order[0]][face2[i].order[1]]=e_num;
		}
		e_num++;
		if(map2[face2[i].order[2]][face2[i].order[1]]!=-1)
		{
			tmpe=edge2[map2[face2[i].order[2]][face2[i].order[1]]];
			edge5->opposite=tmpe;
			tmpe->opposite=edge5;
		}
		else
		{
			edge5->opposite=NULL;
			map2[face2[i].order[1]][face2[i].order[2]]=e_num;
		}
		e_num++;
		if(map2[face2[i].order[0]][face2[i].order[2]]!=-1)
		{
			tmpe=edge2[map2[face2[i].order[0]][face2[i].order[2]]];
			edge6->opposite=tmpe;
			tmpe->opposite=edge6;
		}
		else
		{
			edge6->opposite=NULL;
			map2[face2[i].order[2]][face2[i].order[0]]=e_num;
		}
		e_num++;

		edge4->IncFace=i;
		edge5->IncFace=i;
		edge6->IncFace=i;

		edge2.push_back(edge4);
		edge2.push_back(edge5);
		edge2.push_back(edge6);
	}
	n_edge=edge2.size();
/*
cout<<"新邊"<<endl;
for(int i=0;i<edge2.size();i++)
{
	cout<<edge2[i]->origin<<" "<<edge2[i]->next->origin<<" "<<edge2[i]->IncFace<<endl;
}
*/
	vertex.assign(vertex2.begin(),vertex2.end());

	face.assign(face2.begin(),face2.end());

	edge.assign(edge2.begin(),edge2.end());

cout<<"完成一次細分"<<endl;
cout<<n_node<<" "<<n_edge<<" "<<n_face<<endl;
}

void display()
{
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);//清除顏色和深度快取  
	glMatrixMode(GL_MODELVIEW);
    	glLoadIdentity();//重置當前的模型觀察矩陣
	glPushMatrix();
	glTranslatef(0.0f, 0.0f, -5.0f);
	
    	glRotatef(30, 0.0f, 1.0f, 0.0f); //饒軸旋轉
	glRotatef(30, 1.0f, 0.0f, 0.0f);  
    	glColor3f(0.5f, 0.5f, 0.5f); //灰色

	glBegin(GL_TRIANGLES);
	for(int i=0;i<n_face;i++)
	{
		glVertex3f(vertex[face[i].order[0]].x,vertex[face[i].order[0]].y,vertex[face[i].order[0]].z);
		glVertex3f(vertex[face[i].order[1]].x,vertex[face[i].order[1]].y,vertex[face[i].order[1]].z);
		glVertex3f(vertex[face[i].order[2]].x,vertex[face[i].order[2]].y,vertex[face[i].order[2]].z);
	}
	glEnd();
	glPopMatrix();
	glutSwapBuffers();
}

void keyboard(unsigned char key, int x, int y)
{
	switch(key)
	{
		case '1':
			glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
			break;
	  	case '2':
			glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
			break;
	  	case '3':
			glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
			break;
		case 'w':
			subdivide();
			break;
	}
	glutPostRedisplay();
}

void reshape(int w, int h) {
    //定義視口大小
    glViewport(0, 0, (GLsizei) w, (GLsizei) h); 
    //投影顯示
    glMatrixMode(GL_PROJECTION);
    //座標原點在螢幕中心
    glLoadIdentity();
    //操作模型視景
    gluPerspective(60.0, (GLfloat) w/(GLfloat) h, 1.0, 20.0);
    glMatrixMode(GL_MODELVIEW);
}

int main(int argc,char **argv)
{
	readoff(filename);
	initEdge();

	glutInit(&argc,argv);
	glutInitDisplayMode(GLUT_DOUBLE|GLUT_RGB|GLUT_DEPTH);
	glutInitWindowSize(width,height);
	glutInitWindowPosition(100,100);
	glutCreateWindow("loop");
	glutReshapeFunc(reshape);
	glutDisplayFunc(display);
	glutIdleFunc(display);
	glutKeyboardFunc(keyboard);
	glutMainLoop();
	return 0;
}

圖形檔案cube.off

OFF
8 12 0
-0.5 -0.5 -0.5
0.5 -0.5 -0.5
-0.5 0.5 -0.5
0.5 0.5 -0.5
-0.5 -0.5 0.5
0.5 -0.5 0.5
-0.5 0.5 0.5 
0.5 0.5 0.5 
3 4 5 6
3 6 5 7
3 5 1 7
3 7 1 3
3 0 3 1
3 0 2 3
3 4 6 2
3 4 2 0
3 6 7 2
3 3 2 7
3 5 4 0
3 5 0 1