asteroidgen/vendor/LSCM.h

895 lines
22 KiB
C++

/*
* To compile under Linux:
* g++ -O3 LSCM.cpp OpenNL_psm.c -o LSCM -ldl -lm
* To compile under Linux with static linking:
* gcc -O3 -DGEO_STATIC_LIBS LSCM.cpp OpenNL_psm.c -o LSCM -lm
*/
/*
* Copyright (c) 2004-2010, Bruno Levy
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
*
* * Redistributions of source code must retain the above copyright notice,
* this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright notice,
* this list of conditions and the following disclaimer in the documentation
* and/or other materials provided with the distribution.
* * Neither the name of the ALICE Project-Team nor the names of its
* contributors may be used to endorse or promote products derived from this
* software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
* ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
* LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*
* If you modify this software, you should include a notice giving the
* name of the person performing the modification, the date of modification,
* and the reason for such modification.
*
* Contact: Bruno Levy
*
* levy@loria.fr
*
* ALICE Project
* LORIA, INRIA Lorraine,
* Campus Scientifique, BP 239
* 54506 VANDOEUVRE LES NANCY CEDEX
* FRANCE
*
*/
#include "OpenNL_psm.h"
#include <algorithm>
#include <vector>
#include <set>
#include <string>
#include <iostream>
#include <sstream>
#include <fstream>
#include <cstdlib>
#include <cstring>
#include <cmath>
#include <cassert>
namespace LSCM {
/******************************************************************************/
/* Basic geometric types */
/**
* \brief A 2D vector
*/
class vec2 {
public:
/**
* \brief Constructs a 2D vector from its coordinates.
* \param x_in , y_in the coordinates.
*/
vec2(double x_in, double y_in) :
x(x_in), y(y_in) {
}
/**
* \brief Constructs the zero vector.
*/
vec2() :
x(0), y(0) {
}
double x;
double y;
};
/**
* \brief A 3D vector
*/
class vec3 {
public:
/**
* \brief Constructs a 3D vector from its coordinates.
* \param x_in , y_in , z_in the coordinates.
*/
vec3(double x_in, double y_in, double z_in) :
x(x_in), y(y_in), z(z_in) {
}
/**
* \brief Constructs the zero vector.
*/
vec3() :
x(0), y(0), z(0) {
}
/**
* \brief Gets the length of this vector.
* \return the length of this vector.
*/
double length() const {
return sqrt(x * x + y * y + z * z);
}
/**
* \brief Normalizes this vector.
* \details This makes the norm equal to 1.0
*/
void normalize() {
double l = length();
x /= l;
y /= l;
z /= l;
}
double x;
double y;
double z;
};
/**
* \brief Outputs a 2D vector to a stream.
* \param[out] out a reference to the stream
* \param[in] v a const reference to the vector
* \return the new state of the stream
* \relates vec2
*/
inline std::ostream& operator<<(std::ostream& out, const vec2& v) {
return out << v.x << " " << v.y;
}
/**
* \brief Outputs a 3D vector to a stream.
* \param[out] out a reference to the stream
* \param[in] v a const reference to the vector
* \return the new state of the stream
* \relates vec3
*/
inline std::ostream& operator<<(std::ostream& out, const vec3& v) {
return out << v.x << " " << v.y << " " << v.z;
}
/**
* \brief Reads a 2D vector from a stream
* \param[in] in a reference to the stream
* \param[out] v a reference to the vector
* \return the new state of the stream
* \relates vec2
*/
inline std::istream& operator>>(std::istream& in, vec2& v) {
return in >> v.x >> v.y;
}
/**
* \brief Reads a 3D vector from a stream
* \param[in] in a reference to the stream
* \param[out] v a reference to the vector
* \return the new state of the stream
* \relates vec3
*/
inline std::istream& operator>>(std::istream& in, vec3& v) {
return in >> v.x >> v.y >> v.z;
}
/**
* \brief Computes the dot product between two vectors
* \param[in] v1 , v2 const references to the two vectors
* \return the dot product between \p v1 and \p v2
* \relates vec3
*/
inline double dot(const vec3& v1, const vec3& v2) {
return v1.x * v2.x + v1.y * v2.y + v1.z * v2.z;
}
/**
* \brief Computes the cross product between two vectors
* \param[in] v1 , v2 const references to the two vectors
* \return the cross product between \p v1 and \p v2
* \relates vec3
*/
inline vec3 cross(const vec3& v1, const vec3& v2) {
return vec3(v1.y * v2.z - v2.y * v1.z, v1.z * v2.x - v2.z * v1.x,
v1.x * v2.y - v2.x * v1.y);
}
/**
* \brief Computes the sum of two vectors
* \param[in] v1 , v2 const references to the two vectors
* \return the sum of \p v1 and \p v2
* \relates vec3
*/
inline vec3 operator+(const vec3& v1, const vec3& v2) {
return vec3(v1.x + v2.x, v1.y + v2.y, v1.z + v2.z);
}
/**
* \brief Computes the difference between two vectors
* \param[in] v1 , v2 const references to the two vectors
* \return the difference between \p v1 and \p v2
* \relates vec3
*/
inline vec3 operator-(const vec3& v1, const vec3& v2) {
return vec3(v1.x - v2.x, v1.y - v2.y, v1.z - v2.z);
}
/**
* \brief Computes the sum of two vectors
* \param[in] v1 , v2 const references to the two vectors
* \return the sum of \p v1 and \p v2
* \relates vec2
*/
inline vec2 operator+(const vec2& v1, const vec2& v2) {
return vec2(v1.x + v2.x, v1.y + v2.y);
}
/**
* \brief Computes the difference between two vectors
* \param[in] v1 , v2 const references to the two vectors
* \return the difference between \p v1 and \p v2
* \relates vec2
*/
inline vec2 operator-(const vec2& v1, const vec2& v2) {
return vec2(v1.x - v2.x, v1.y - v2.y);
}
/******************************************************************************/
/* Mesh class */
/**
* \brief A vertex in an IndexedMesh
* \relates IndexedMesh
*/
class Vertex {
public:
/**
* \brief Vertex constructor.
*/
Vertex() :
locked(false) {
}
/**
* \brief Vertex constructor from 3D point and texture
* coordinates.
* \param[in] p the 3D coordinates of the vertex
* \param[in] t the texture coordinates associated with the vertex
*/
Vertex(const vec3& p, const vec2& t) :
point(p), tex_coord(t), locked(false) {
}
/**
* \brief The 3D coordinates.
*/
vec3 point;
/**
* \brief The texture coordinates (2D).
*/
vec2 tex_coord;
/**
* \brief A boolean flag that indicates whether the vertex is
* locked, i.e. considered as constant in the optimizations.
*/
bool locked;
};
/**
* \brief A minimum mesh class.
* \details It does not have facet adjacency information
* (we do not need it for LSCM), it just stores for each facet the indices
* of its vertices. It has load() and save() functions that use the
* Alias Wavefront .obj file format.
*/
class IndexedMesh {
public:
/**
* \brief IndexedMesh constructor
*/
IndexedMesh() :
in_facet(false) {
facet_ptr.push_back(0);
}
/**
* \brief Gets the number of vertices.
* \return the number of vertices in this mesh.
*/
NLuint nb_vertices() const {
return NLuint(vertex.size());
}
/**
* \brief Gets the number of facets.
* \return the number of facets in this mesh.
*/
NLuint nb_facets() const {
return NLuint(facet_ptr.size() - 1);
}
/**
* \brief Gets the number of vertices in a facet.
* \param[in] f the facet, in 0..nb_facets()-1
* \return the number of vertices in facet \p f
* \pre f < nb_facets()
*/
NLuint facet_nb_vertices(NLuint f) {
assert(f < nb_facets());
return facet_ptr[f + 1] - facet_ptr[f];
}
/**
* \brief Gets a facet vertex by facet index and
* local vertex index in facet.
* \param[in] f the facet, in 0..nb_facets()-1
* \param[in] lv the local vertex index in the facet,
* in 0..facet_nb_vertices(f)-1
* \return the global vertex index, in 0..nb_vertices()-1
* \pre f<nb_facets() && lv < facet_nb_vertices(f)
*/
NLuint facet_vertex(NLuint f, NLuint lv) {
assert(f < nb_facets());
assert(lv < facet_nb_vertices(f));
return corner[facet_ptr[f] + lv];
}
/**
* \brief Adds a new vertex to the mesh.
*/
void add_vertex() {
vertex.push_back(Vertex());
}
/**
* \brief Adds a new vertex to the mesh.
* \param[in] p the 3D coordinates of the vertex
* \param[in] t the texture coordinates of the vertex
*/
void add_vertex(const vec3& p, const vec2& t) {
vertex.push_back(Vertex(p, t));
}
/**
* \brief Stats a new facet.
*/
void begin_facet() {
assert(!in_facet);
in_facet = true;
}
/**
* \brief Terminates the current facet.
*/
void end_facet() {
assert(in_facet);
in_facet = false;
facet_ptr.push_back(NLuint(corner.size()));
}
/**
* \brief Adds a vertex to the current facet.
* \param[in] v the index of the vertex
* \pre v < vertex.size()
*/
void add_vertex_to_facet(NLuint v) {
assert(in_facet);
assert(v < vertex.size());
corner.push_back(v);
}
/**
* \brief Removes all vertices and all facets from
* this mesh.
*/
void clear() {
vertex.clear();
corner.clear();
facet_ptr.clear();
facet_ptr.push_back(0);
}
/**
* \brief Loads a file in Alias Wavefront OFF format.
* \param[in] file_name the name of the file.
*/
void load(const std::string& file_name) {
std::ifstream input(file_name.c_str());
clear();
while (input) {
std::string line;
std::getline(input, line);
std::stringstream line_input(line);
std::string keyword;
line_input >> keyword;
if (keyword == "v") {
vec3 p;
line_input >> p;
add_vertex(p, vec2(0.0, 0.0));
} else if (keyword == "vt") {
// Ignore tex vertices
} else if (keyword == "f") {
begin_facet();
while (line_input) {
std::string s;
line_input >> s;
if (s.length() > 0) {
std::stringstream v_input(s.c_str());
NLuint index;
v_input >> index;
add_vertex_to_facet(index - 1);
char c;
v_input >> c;
if (c == '/') {
v_input >> index;
// Ignore tex vertex index
}
}
}
end_facet();
}
}
std::cout << "Loaded " << vertex.size() << " vertices and "
<< nb_facets() << " facets" << std::endl;
}
/**
* \brief Saves a file in Alias Wavefront OFF format.
* \param[in] file_name the name of the file.
*/
void save(const std::string& file_name) {
std::ofstream out(file_name.c_str());
for (NLuint v = 0; v < nb_vertices(); ++v) {
out << "v " << vertex[v].point << std::endl;
}
for (NLuint v = 0; v < nb_vertices(); ++v) {
out << "vt " << vertex[v].tex_coord << std::endl;
}
for (NLuint f = 0; f < nb_facets(); ++f) {
NLuint nv = facet_nb_vertices(f);
out << "f ";
for (NLuint lv = 0; lv < nv; ++lv) {
NLuint v = facet_vertex(f, lv);
out << (v + 1) << "/" << (v + 1) << " ";
}
out << std::endl;
}
for (NLuint v = 0; v < nb_vertices(); ++v) {
if (vertex[v].locked) {
out << "# anchor " << v + 1 << std::endl;
}
}
}
std::vector<Vertex> vertex;
bool in_facet;
/**
* \brief All the vertices associated with the facet corners.
*/
std::vector<NLuint> corner;
/**
* \brief Indicates where facets start and end within the corner
* array (facet indicence matrix is stored in the compressed row
* storage format).
* \details The corners associated with facet f are in the range
* facet_ptr[f] ... facet_ptr[f+1]-1
*/
std::vector<NLuint> facet_ptr;
};
/**
* \brief Computes Least Squares Conformal Maps in least squares or
* spectral mode.
* \details The method is described in the following references:
* - Least Squares Conformal Maps, Levy, Petitjean, Ray, Maillot, ACM
* SIGGRAPH, 2002
* - Spectral Conformal Parameterization, Mullen, Tong, Alliez, Desbrun,
* Computer Graphics Forum (SGP conf. proc.), 2008
*/
class LSCM {
public:
/**
* \brief LSCM constructor
* \param[in] M a reference to the mesh. It needs to correspond to a
* topological disk (open surface with one border and no handle).
*/
LSCM(IndexedMesh& M) :
mesh_(&M) {
spectral_ = false;
}
/**
* \brief Sets whether spectral mode is used.
* \details In default mode, the trivial solution (all vertices to zero)
* is avoided by locking two vertices (that are as "extremal" as possible).
* In spectral mode, the trivial solution is avoided by finding the first
* minimizer that is orthogonal to it (more elegant, but more costly).
*/
void set_spectral(bool x) {
spectral_ = x;
}
/**
* \brief Computes the least squares conformal map and stores it in
* the texture coordinates of the mesh.
* \details Outline of the algorithm (steps 1,2,3 are not used
* in spetral mode):
* - 1) Find an initial solution by projecting on a plane
* - 2) Lock two vertices of the mesh
* - 3) Copy the initial u,v coordinates to OpenNL
* - 4) Construct the LSCM equation with OpenNL
* - 5) Solve the equation with OpenNL
* - 6) Copy OpenNL solution to the u,v coordinates
*/
void apply() {
const int nb_eigens = 10;
nlNewContext();
if (spectral_) {
if (nlInitExtension("ARPACK")) {
std::cout << "ARPACK extension initialized" << std::endl;
} else {
std::cout << "Could not initialize ARPACK extension"
<< std::endl;
exit(-1);
}
nlEigenSolverParameteri(NL_EIGEN_SOLVER, NL_ARPACK_EXT);
nlEigenSolverParameteri(NL_NB_EIGENS, nb_eigens);
nlEnable(NL_VERBOSE);
}
NLuint nb_vertices = NLuint(mesh_->vertex.size());
if (!spectral_) {
project();
}
nlSolverParameteri(NL_NB_VARIABLES, NLint(2 * nb_vertices));
nlSolverParameteri(NL_LEAST_SQUARES, NL_TRUE);
nlSolverParameteri(NL_MAX_ITERATIONS, NLint(5 * nb_vertices));
if (spectral_) {
nlSolverParameterd(NL_THRESHOLD, 0.0);
} else {
nlSolverParameterd(NL_THRESHOLD, 1e-6);
}
nlBegin(NL_SYSTEM);
mesh_to_solver();
nlBegin(NL_MATRIX);
setup_lscm();
nlEnd(NL_MATRIX);
nlEnd(NL_SYSTEM);
std::cout << "Solving ..." << std::endl;
if (spectral_) {
nlEigenSolve();
for (NLuint i = 0; i < nb_eigens; ++i) {
std::cerr << "[" << i << "] " << nlGetEigenValue(i)
<< std::endl;
}
// Find first "non-zero" eigenvalue
double small_eigen = ::fabs(nlGetEigenValue(0));
eigen_ = 1;
for (NLuint i = 1; i < nb_eigens; ++i) {
if (::fabs(nlGetEigenValue(i)) / small_eigen > 1e3) {
eigen_ = i;
break;
}
}
} else {
nlSolve();
}
solver_to_mesh();
normalize_uv();
if (!spectral_) {
double time;
NLint iterations;
nlGetDoublev(NL_ELAPSED_TIME, &time);
nlGetIntegerv(NL_USED_ITERATIONS, &iterations);
std::cout << "Solver time: " << time << std::endl;
std::cout << "Used iterations: " << iterations << std::endl;
}
nlDeleteContext(nlGetCurrent());
}
protected:
/**
* \brief Creates the LSCM equations in OpenNL.
*/
void setup_lscm() {
for (NLuint f = 0; f < mesh_->nb_facets(); ++f) {
setup_lscm(f);
}
}
/**
* \brief Creates the LSCM equations in OpenNL, related
* with a given facet.
* \param[in] f the index of the facet.
* \details no-need to triangulate the facet,
* we do that "virtually", by creating triangles
* radiating around vertex 0 of the facet.
* (however, this may be invalid for concave facets)
*/
void setup_lscm(NLuint f) {
NLuint nv = mesh_->facet_nb_vertices(f);
for (NLuint i = 1; i < nv - 1; ++i) {
setup_conformal_map_relations(mesh_->facet_vertex(f, 0),
mesh_->facet_vertex(f, i), mesh_->facet_vertex(f, i + 1));
}
}
/**
* \brief Computes the coordinates of the vertices of a triangle
* in a local 2D orthonormal basis of the triangle's plane.
* \param[in] p0 , p1 , p2 the 3D coordinates of the vertices of
* the triangle
* \param[out] z0 , z1 , z2 the 2D coordinates of the vertices of
* the triangle
*/
static void project_triangle(const vec3& p0, const vec3& p1, const vec3& p2,
vec2& z0, vec2& z1, vec2& z2) {
vec3 X = p1 - p0;
X.normalize();
vec3 Z = cross(X, (p2 - p0));
Z.normalize();
vec3 Y = cross(Z, X);
const vec3& O = p0;
double x0 = 0;
double y0 = 0;
double x1 = (p1 - O).length();
double y1 = 0;
double x2 = dot((p2 - O), X);
double y2 = dot((p2 - O), Y);
z0 = vec2(x0, y0);
z1 = vec2(x1, y1);
z2 = vec2(x2, y2);
}
/**
* \brief Creates the LSCM equation in OpenNL, related with
* a given triangle, specified by vertex indices.
* \param[in] v0 , v1 , v2 the indices of the three vertices of
* the triangle.
* \details Uses the geometric form of LSCM equation:
* (Z1 - Z0)(U2 - U0) = (Z2 - Z0)(U1 - U0)
* Where Uk = uk + i.vk is the complex number
* corresponding to (u,v) coords
* Zk = xk + i.yk is the complex number
* corresponding to local (x,y) coords
* There is no divide with this expression,
* this makes it more numerically stable in
* the presence of degenerate triangles.
*/
void setup_conformal_map_relations(NLuint v0, NLuint v1, NLuint v2) {
const vec3& p0 = mesh_->vertex[v0].point;
const vec3& p1 = mesh_->vertex[v1].point;
const vec3& p2 = mesh_->vertex[v2].point;
vec2 z0, z1, z2;
project_triangle(p0, p1, p2, z0, z1, z2);
vec2 z01 = z1 - z0;
vec2 z02 = z2 - z0;
double a = z01.x;
double b = z01.y;
double c = z02.x;
double d = z02.y;
assert(b == 0.0);
// Note : 2*id + 0 --> u
// 2*id + 1 --> v
NLuint u0_id = 2 * v0;
NLuint v0_id = 2 * v0 + 1;
NLuint u1_id = 2 * v1;
NLuint v1_id = 2 * v1 + 1;
NLuint u2_id = 2 * v2;
NLuint v2_id = 2 * v2 + 1;
// Note : b = 0
// Real part
nlBegin(NL_ROW);
nlCoefficient(u0_id, -a + c);
nlCoefficient(v0_id, b - d);
nlCoefficient(u1_id, -c);
nlCoefficient(v1_id, d);
nlCoefficient(u2_id, a);
nlEnd(NL_ROW);
// Imaginary part
nlBegin(NL_ROW);
nlCoefficient(u0_id, -b + d);
nlCoefficient(v0_id, -a + c);
nlCoefficient(u1_id, -d);
nlCoefficient(v1_id, -c);
nlCoefficient(v2_id, a);
nlEnd(NL_ROW);
}
/**
* \brief Copies u,v coordinates from OpenNL solver to the mesh.
*/
void solver_to_mesh() {
for (NLuint i = 0; i < mesh_->vertex.size(); ++i) {
Vertex& it = mesh_->vertex[i];
double u =
spectral_ ?
nlMultiGetVariable(2 * i, eigen_) :
nlGetVariable(2 * i);
double v =
spectral_ ?
nlMultiGetVariable(2 * i + 1, eigen_) :
nlGetVariable(2 * i + 1);
it.tex_coord = vec2(u, v);
}
}
/**
* \brief Translates and scales tex coords in such a way that they fit
* within the unit square.
*/
void normalize_uv() {
double u_min = 1e30, v_min = 1e30, u_max = -1e30, v_max = -1e30;
for (NLuint i = 0; i < mesh_->vertex.size(); ++i) {
u_min = std::min(u_min, mesh_->vertex[i].tex_coord.x);
v_min = std::min(v_min, mesh_->vertex[i].tex_coord.y);
u_max = std::max(u_max, mesh_->vertex[i].tex_coord.x);
v_max = std::max(v_max, mesh_->vertex[i].tex_coord.y);
}
double l = std::max(u_max - u_min, v_max - v_min);
for (NLuint i = 0; i < mesh_->vertex.size(); ++i) {
mesh_->vertex[i].tex_coord.x -= u_min;
mesh_->vertex[i].tex_coord.x /= l;
mesh_->vertex[i].tex_coord.y -= v_min;
mesh_->vertex[i].tex_coord.y /= l;
}
}
/**
* \brief Copies u,v coordinates from the mesh to OpenNL solver.
*/
void mesh_to_solver() {
for (NLuint i = 0; i < mesh_->vertex.size(); ++i) {
Vertex& it = mesh_->vertex[i];
double u = it.tex_coord.x;
double v = it.tex_coord.y;
nlSetVariable(2 * i, u);
nlSetVariable(2 * i + 1, v);
if (!spectral_ && it.locked) {
nlLockVariable(2 * i);
nlLockVariable(2 * i + 1);
}
}
}
/**
* \brief Chooses an initial solution, and locks two vertices.
*/
void project() {
// Get bbox
unsigned int i;
double xmin = 1e30;
double ymin = 1e30;
double zmin = 1e30;
double xmax = -1e30;
double ymax = -1e30;
double zmax = -1e30;
for (i = 0; i < mesh_->vertex.size(); i++) {
const Vertex& v = mesh_->vertex[i];
xmin = std::min(v.point.x, xmin);
ymin = std::min(v.point.y, xmin);
zmin = std::min(v.point.z, xmin);
xmax = std::max(v.point.x, xmin);
ymax = std::max(v.point.y, xmin);
zmax = std::max(v.point.z, xmin);
}
double dx = xmax - xmin;
double dy = ymax - ymin;
double dz = zmax - zmin;
vec3 V1, V2;
// Find shortest bbox axis
if (dx < dy && dx < dz) {
if (dy > dz) {
V1 = vec3(0, 1, 0);
V2 = vec3(0, 0, 1);
} else {
V2 = vec3(0, 1, 0);
V1 = vec3(0, 0, 1);
}
} else if (dy < dx && dy < dz) {
if (dx > dz) {
V1 = vec3(1, 0, 0);
V2 = vec3(0, 0, 1);
} else {
V2 = vec3(1, 0, 0);
V1 = vec3(0, 0, 1);
}
} else if (dz < dx && dz < dy) {
if (dx > dy) {
V1 = vec3(1, 0, 0);
V2 = vec3(0, 1, 0);
} else {
V2 = vec3(1, 0, 0);
V1 = vec3(0, 1, 0);
}
}
// Project onto shortest bbox axis,
// and lock extrema vertices
Vertex* vxmin = NULL;
double umin = 1e30;
Vertex* vxmax = NULL;
double umax = -1e30;
for (i = 0; i < mesh_->vertex.size(); i++) {
Vertex& V = mesh_->vertex[i];
double u = dot(V.point, V1);
double v = dot(V.point, V2);
V.tex_coord = vec2(u, v);
if (u < umin) {
vxmin = &V;
umin = u;
}
if (u > umax) {
vxmax = &V;
umax = u;
}
}
vxmin->locked = true;
vxmax->locked = true;
}
IndexedMesh* mesh_;
/**
* \brief true if spectral mode is used,
* false if locked least squares mode is used.
*/
bool spectral_;
/**
* \brief In spectral mode, the index of the first
* non-zero eigenvalue.
*/
NLuint eigen_;
};
#if 0
nlInitialize(argc, argv);
IndexedMesh mesh;
std::cout << "Loading " << filenames[0] << " ..." << std::endl;
mesh.load(filenames[0]);
LSCM lscm(mesh);
lscm.set_spectral(spectral);
lscm.apply();
#endif
}