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// TnzCore includes
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#include "trop.h"
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#include "trop_borders.h"
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#include "tpixelutils.h"
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// tcg includes
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#include "tcg_wrap.h"
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#include "tcg/tcg_point.h"
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#include "tcg/tcg_cyclic.h"
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#include "tcg/tcg_containers_reader.h"
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#define INCLUDE_HPP
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#include "tcg/tcg_triangulate.h"
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#undef INCLUDE_HPP
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// TnzExt includes
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#define INCLUDE_HPP
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#include "../common/trop/raster_edge_evaluator.h"
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#undef INCLUDE_HPP
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#include "ext/meshbuilder.h"
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//**************************************************************************************
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//    Local namespace
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//**************************************************************************************
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namespace
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{
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struct PolygonVertex {
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	double m_pos[3];
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	int m_idx;
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	PolygonVertex(const TPoint &p)
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		: m_idx(-1) { m_pos[0] = p.x, m_pos[1] = p.y, m_pos[2] = 0.0; }
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};
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} // namespace
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//**************************************************************************************
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//    tcg  stuff
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//**************************************************************************************
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namespace tcg
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{
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template <>
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struct traits<ttexturemeshp> {</ttexturemeshp>
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	typedef TTextureMeshP *pointer_type;
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	typedef TTextureMeshP *&reference_type;
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	typedef TTextureMesh pointed_type;
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};
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//--------------------------------------------------------------------------
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template <>
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struct point_traits<polygonvertex> {</polygonvertex>
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	typedef PolygonVertex point_type;
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	typedef double value_type;
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	typedef double float_type;
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	inline static value_type x(const point_type &p) { return p.m_pos[0]; }
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	inline static value_type y(const point_type &p) { return p.m_pos[1]; }
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};
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} // namespace tcg
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//**************************************************************************************
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//    MeshBuilder Locals
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//**************************************************************************************
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namespace
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{
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//======================================================================================
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//    Thresholding  stuff
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//======================================================================================
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template <typename pix=""></typename>
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void thresholdRaster(const TRasterPT<pix> &ras, TRasterGR8P &out, const Pix &transp)</pix>
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{
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	int lx = ras->getLx(), y, ly = ras->getLy();
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	for (y = 0; y < ly; ++y) {
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		Pix *pix, *line = ras->pixels(y), *lineEnd = line + lx;
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		TPixelGR8 *gr, *grLine = out->pixels(y);
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		for (pix = line, gr = grLine; pix != lineEnd; ++pix, ++gr)
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			gr->value = (pix->m && *pix != transp) ? 0 : 255;
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	}
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}
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//--------------------------------------------------------------------------
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template <typename pix=""></typename>
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void thresholdRasterGr(const TRasterPT<pix> &ras, TRasterGR8P &out, const Pix &transp)</pix>
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{
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	int lx = ras->getLx(), y, ly = ras->getLy();
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	for (y = 0; y < ly; ++y) {
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		Pix *pix, *line = ras->pixels(y), *lineEnd = line + lx;
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		TPixelGR8 *gr, *grLine = out->pixels(y);
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		for (pix = line, gr = grLine; pix != lineEnd; ++pix, ++gr)
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			gr->value = (*pix != transp) ? 0 : 255;
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	}
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}
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//--------------------------------------------------------------------------
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void thresholdRasterCM32(const TRasterCM32P &ras, TRasterGR8P &out)
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{
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	int lx = ras->getLx(), y, ly = ras->getLy();
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	for (y = 0; y < ly; ++y) {
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		TPixelCM32 *pix, *line = ras->pixels(y), *lineEnd = line + lx;
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		TPixelGR8 *gr, *grLine = out->pixels(y);
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		for (pix = line, gr = grLine; pix != lineEnd; ++pix, ++gr)
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			gr->value = (pix->isPurePaint() && !pix->getPaint()) ? 255 : 0;
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	}
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}
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//--------------------------------------------------------------------------
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TRasterGR8P thresholdRaster(const TRasterP &ras, const MeshBuilderOptions &opts)
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{
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	TRasterGR8P binaryRas(ras->getLx(), ras->getLy());
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	TRasterCM32P rasCM(ras);
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	if (rasCM)
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		thresholdRasterCM32(rasCM, binaryRas);
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	else
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		switch (ras->getPixelSize()) {
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		case 1: {
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			TRasterGR8P rasGR8(ras);
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			thresholdRasterGr(rasGR8, binaryRas, TPixelGR8::from(toPixel32(opts.m_transparentColor)));
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		}
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			CASE 2:
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			{
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				TRasterGR16P rasGR16(ras);
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				thresholdRasterGr(rasGR16, binaryRas, TPixelGR16::from(opts.m_transparentColor));
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			}
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			CASE 4:
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			{
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				TRaster32P ras32(ras);
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				thresholdRaster(ras32, binaryRas, toPixel32(opts.m_transparentColor));
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			}
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			CASE 8:
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			{
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				TRaster64P ras64(ras);
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				thresholdRaster(ras64, binaryRas, opts.m_transparentColor);
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			}
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		DEFAULT:
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			assert(false);
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		}
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	// Build an enlarged ras to preserve borders. 5 pixels should be fine.
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	TRasterGR8P result(ras->getLx(), ras->getLy());
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	TRop::blur(result, binaryRas, opts.m_margin, 0, 0);
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	thresholdRasterGr(result, result, TPixelGR8::White);
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	return result;
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}
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//======================================================================================
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//    Borders Extraction  stuff
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//======================================================================================
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using namespace TRop::borders;
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//--------------------------------------------------------------------------
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template <typename t=""></typename>
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inline void delete_(T t) { delete t; }
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template <typename t=""></typename>
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struct Vector : public std::vector<t> {</t>
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	Vector() : std::vector<t>() {}</t>
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	~Vector() { std::for_each(this->begin(), this->end(), delete_<t>); }</t>
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};
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//--------------------------------------------------------------------------
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typedef std::vector<tpoint> RasterBorder;</tpoint>
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typedef std::vector<polygonvertex> Polygon;</polygonvertex>
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typedef Vector<polygon *=""> Family;</polygon>
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typedef Vector<family *=""> Tribe;</family>
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//--------------------------------------------------------------------------
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struct PolygonReader {
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	Polygon *m_polygon;
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public:
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	typedef tcg::cyclic_iterator<rasterborder::iterator> cyclic_iter;</rasterborder::iterator>
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public:
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	PolygonReader() : m_polygon(0) {}
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	void openContainer(const cyclic_iter &ct)
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	{
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		m_polygon = new Polygon;
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		m_polygon->push_back(PolygonVertex(*ct));
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	}
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	void addElement(const cyclic_iter &ct) { m_polygon->push_back(PolygonVertex(*ct)); }
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	void closeContainer() {}
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};
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//--------------------------------------------------------------------------
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class BordersReader : public ImageMeshesReaderT<tpixelgr8></tpixelgr8>
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{
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public:
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	Vector<rasterborder *=""> m_borders;</rasterborder>
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	RasterBorder *m_current;
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public:
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	BordersReader()
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		: ImageMeshesReaderT<tpixelgr8>(PixelSelector<tpixelgr8>(false)), m_current(0) {}</tpixelgr8></tpixelgr8>
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	void openFace(ImageMesh *mesh, int faceIdx, const TPixelGR8 &color)
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	{
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		ImageMeshesReader::openFace(mesh, faceIdx); // defines imageIndex
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		if (mesh) {
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			ImageMesh::face_type &fc = mesh->face(faceIdx);
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			fc.imageIndex() = (color.value) ? 0 : 1; // redefines iI
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		}
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	}
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	//--------------------------------------------------------------------------
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	void openEdge(const raster_edge_iterator &it)
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	{
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		m_current = new RasterBorder;
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		m_current->push_back(it.pos());
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	}
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	//--------------------------------------------------------------------------
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	void addVertex(const raster_edge_iterator &it)
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	{
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		m_current->push_back(it.pos());
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	}
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	//--------------------------------------------------------------------------
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	void closeEdge(ImageMesh *mesh, int edgeIdx)
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	{
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		ImageMesh::edge_type &ed = mesh->edge(edgeIdx);
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		ed.imageIndex() = m_borders.size();
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		m_borders.push_back(m_current);
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		m_current = 0;
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		ImageMeshesReader::closeEdge(mesh, edgeIdx);
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	}
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};
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//--------------------------------------------------------------------------
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Polygon *reduceBorder(RasterBorder *border)
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{
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	typedef RasterBorder::iterator iter;
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	typedef tcg::cyclic_iterator<iter> cyclic_iter;</iter>
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	iter b(border->begin()), e(border->end());
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	cyclic_iter cBegin(b, b, e - 1, 0),
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		cEnd(b + 1, b, e - 1, 1);
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	RasterEdgeEvaluator<cyclic_iter> eval(</cyclic_iter>
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		cBegin - 1, cEnd + 1, 2.0, (std::numeric_limits<double>::max)());</double>
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	PolygonReader reader;
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	tcg::sequence_ops::minimalPath(cBegin, cEnd, eval, reader);
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	return reader.m_polygon;
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}
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//--------------------------------------------------------------------------
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void reduceBorders(Tribe *tribe, const ImageMeshesReader &reader, const Vector<rasterborder *=""> &borders,</rasterborder>
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				   int meshIdx, const ImageMesh::face_type &fc)
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{
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	// Traverse the image structure. Each time a black face is encountered, add its associated family to the
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	// resulting tribe.
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	const tcg::list<imagemeshp> &meshes = reader.meshes();</imagemeshp>
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	if (meshIdx >= 0 && fc.imageIndex()) {
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		// Build a family. Start by extracting the face's contour
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		Family *family = new Family;
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		tribe->push_back(family);
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		const ImageMeshP &mesh = meshes[meshIdx];
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		Polygon *outerBorder = reduceBorder(borders[mesh->edge(0).imageIndex()]);
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		family->push_back(outerBorder);
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		// Then, extract the contours of every sub-mesh
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		int m, mCount = fc.meshesCount();
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		for (m = 0; m < mCount; ++m) {
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			int mIdx = fc.mesh(m);
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			const ImageMeshP &childMesh = meshes[mIdx];
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			Polygon *innerBorder = reduceBorder(borders[childMesh->edge(0).imageIndex()]);
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			family->push_back(innerBorder);
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			reduceBorders(tribe, reader, borders, mIdx, childMesh->face(0));
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		}
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	}
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	// Recursive on the face's sub-mesh faces
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	int m, mCount = fc.meshesCount();
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	for (m = 0; m < mCount; ++m) {
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		int mIdx = fc.mesh(m);
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		reduceBorders(tribe, reader, borders, mIdx, meshes[mIdx]->face(0));
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	}
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}
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//--------------------------------------------------------------------------
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Tribe *extractBorders(const TRasterGR8P &ras)
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{
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	Tribe *result = new Tribe;
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	BordersReader reader;
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	TRop::borders::readMeshes(ras, reader);
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	reduceBorders(result, reader, reader.m_borders, -1, reader.outerFace());
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	return result;
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}
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//======================================================================================
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//    Maximum Edge Length  stuff
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//======================================================================================
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double buildMinimumEdgeLength(Tribe *tribe, int targetMaxVerticesCount)
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{
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	// Calculate the tribe's total area
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	double area = 0.0;
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	Tribe::iterator ft, fEnd(tribe->end());
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	for (ft = tribe->begin(); ft != fEnd; ++ft) {
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		Family *fam = *ft;
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		// Add area corresponding to the external border
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		area += fabs(tcg::polyline_ops::area(fam->front()->begin(), fam->front()->end()));
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		// Then, subtract all the internal ones
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		Family::iterator pt, pEnd(fam->end());
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		for (pt = ++fam->begin(); pt != pEnd; ++pt)
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			area -= fabs(tcg::polyline_ops::area((*pt)->begin(), (*pt)->end()));
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	}
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	// Given the area, find the approximate edge length corresponding to the required
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	// vertices count
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	// The idea is: given a polygon, its uniform triangular mesh - made of, say, lots of equilateral
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	// triangles, has vertices count proportional to ( polygon area / sq(mean mesh edge length) ).
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	// Under this assumption, take an equilater triangle as our polygon, and assume that its built
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	// mesh is the regular mesh obtained by subdividing it multiple times, Sierpinsky-like.
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	// Since it can easily be sheared to a corresponding half-square, it can be SEEN that in
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	// this case its vertices count is EXACTLY  (l / e_length)^2 / 2,  l being the large
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	// triangle's edge. By extension, if A is the area of the triangle, then we have:
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	//    A = l^2 * sqrt(3/2) / 2;      => l = sqrt(2 * K * A),     K = 1.0 / sqrt(3/2);
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	//    V = K * A / e_length^2;       => e_length = sqrt(KA / V);
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	// And we just extend this from 'triangle' to 'polygon'.
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	return sqrt(area / (sqrt(1.5) * targetMaxVerticesCount));
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}
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//======================================================================================
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//    Mesh Refinement  stuff
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//======================================================================================
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void refineMeshes(const TMeshImageP &mi, const MeshBuilderOptions &options)
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{
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	std::vector<ttexturemeshp> &meshes = mi->meshes();</ttexturemeshp>
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	// Refine every mesh to achieve a target mesh density dependent on the image size
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	/*TRectD bbox(mi->getBBox());
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  double targetLength = sqrt(bbox.getLx() * bbox.getLy()) * relativeMeshDensity;*/
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	double targetLength = options.m_targetEdgeLength;
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	int m, mCount = meshes.size();
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	for (m = 0; m < mCount; ++m) {
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		const TTextureMeshP &mesh = meshes[m];
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		tcg::TriMeshStuff::DefaultEvaluator<ttexturemesh> eval(0.0, (std::numeric_limits<double>::max)());</double></ttexturemesh>
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		// First, perform edge swaps alone. This is useful since results from gluTriangulate
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		// tend to be unbalanced to vertical - this is a good correction.
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		tcg::refineMesh(*mesh, eval);
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		// Now, launch a full-scale, finishing simplification
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		eval.m_collapseValue = targetLength * 0.6;
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		eval.m_splitValue = targetLength * 1.4;
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		tcg::refineMesh(*mesh, eval, 20000); //Max 10000 iterations - to avoid loops
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		// Since we stopped at a max number of iterations, separate collapses from splits
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		// and simplify until the procedure stops.
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		eval.m_collapseValue = 0.0;
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		eval.m_splitValue = 1.4 * targetLength;
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		tcg::refineMesh(*mesh, eval);
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		eval.m_splitValue = (std::numeric_limits<double>::max)();</double>
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		eval.m_collapseValue = targetLength * 0.6;
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		tcg::refineMesh(*mesh, eval);
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		// Perform 1000 final iterations with uniform split and collapses
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		eval.m_splitValue = targetLength * 1.4;
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		tcg::refineMesh(*mesh, eval, 1000);
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		// Finally, squeeze the mesh to ensure that VEF containers are tight
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		mesh->squeeze();
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	}
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}
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} // namespace
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//**************************************************************************************
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//    Mesh Builder  function
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//**************************************************************************************
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TMeshImageP buildMesh(const TRasterP &ras, const MeshBuilderOptions &options)
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{
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	// Convert the input image to a binary raster
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	TRasterGR8P binaryRas = thresholdRaster(ras, options);
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	// Extract the image borders
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	Tribe *tribe = extractBorders(binaryRas);
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	// Calculate maximum edge length
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	double minEdgeLength = buildMinimumEdgeLength(tribe, options.m_targetMaxVerticesCount);
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	MeshBuilderOptions opts(options);
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	opts.m_targetEdgeLength = tmax(opts.m_targetEdgeLength, minEdgeLength);
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	// Perform tessellation
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	TMeshImageP meshImage(new TMeshImage);
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	std::vector<ttexturemeshp> &meshes = meshImage->meshes();</ttexturemeshp>
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	tcg::sequential_reader<std::vector<ttexturemeshp>> reader(&meshes);</std::vector<ttexturemeshp>
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	tcg::gluTriangulate(tribe->begin(), tribe->end(), reader);
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	delete tribe;
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	// Perform meshes refinement
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	refineMeshes(meshImage, opts);
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	return meshImage;
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}