Phase 5 complete: layout.hpp - euclidean_layout(): BFS unfolding in ℝ² using trilaterate_2d - spherical_layout(): BFS on S² using trilaterate_sph (spherical law of cosines) - hyper_ideal_layout(): BFS in Poincaré disk (tanh(d/2) Euclidean approx) - save_layout_off(): convenience OFF writer for 2-D and 3-D layouts serialization.hpp - save/load_result_json(): nlohmann/json; stores DOF vector + uv/pos layout - save/load_result_xml(): hand-written writer/parser; same schema conformallab_cli.cpp (rewritten) - CLI11 interface: -i/-o/-g/-j/-x/-s/-v - Dispatches to euclidean / spherical / hyper_ideal pipeline - Runs Newton, computes layout, saves OFF + JSON + XML examples/example_layout.cpp - Full round-trip demo: solve → layout → JSON/XML → reload → verify tests/cgal/test_layout.cpp (8 tests) - Euclidean_PreservesEdgeLengths, CorrectVertexCount, TriangleIsNonDegenerate - Spherical_PreservesArcLengths, PositionsOnUnitSphere - HyperIdeal_SuccessAndFinitePositions - Serialization.JSON_RoundTrip, XML_RoundTrip All 95 CGAL tests pass (2 skipped — Hessian stubs unchanged). Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
481 lines
19 KiB
C++
481 lines
19 KiB
C++
#pragma once
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// layout.hpp
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//
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// Phase 5 — Layout / embedding: DOF vector → vertex coordinates in target space.
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//
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// After Newton converges you have conformal scale factors u_v (and optionally
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// edge DOFs). This header converts those factors into actual vertex positions
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// in the target geometry by BFS-unfolding the triangulation.
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//
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// ┌──────────────────────────────────────────────────────────────────────────┐
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// │ Algorithm (all three geometries) │
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// │ │
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// │ 1. For every edge e compute the updated length l_e from the DOF x. │
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// │ 2. Choose a root face, place its three vertices analytically. │
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// │ 3. BFS over the dual graph: for each adjacent face, the shared edge is │
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// │ already placed; trilaterate the third vertex. │
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// │ │
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// │ For open meshes (boundary) the placement is globally consistent. │
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// │ For closed meshes the BFS visits some vertices twice (seam); the first │
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// │ visit wins and `has_seam = true` is set. To get a proper global │
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// │ parameterisation of a closed mesh, cut it to a disk first. │
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// └──────────────────────────────────────────────────────────────────────────┘
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//
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// Functions:
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// euclidean_layout(mesh, x, maps) → Layout2D (positions in ℝ²)
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// spherical_layout (mesh, x, maps) → Layout3D (positions on S² ⊂ ℝ³)
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// hyper_ideal_layout(mesh, x, maps)→ Layout2D (Poincaré disk)
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#include "conformal_mesh.hpp"
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#include "euclidean_functional.hpp"
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#include "spherical_functional.hpp"
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#include "hyper_ideal_functional.hpp"
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#include <Eigen/Dense>
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#include <vector>
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#include <queue>
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#include <cmath>
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#include <algorithm>
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namespace conformallab {
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// ── Result types ──────────────────────────────────────────────────────────────
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struct Layout2D {
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std::vector<Eigen::Vector2d> uv; ///< uv[v.idx()] = 2-D position
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bool success = false;
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bool has_seam = false; ///< true if mesh is closed (first-visit used)
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};
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struct Layout3D {
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std::vector<Eigen::Vector3d> pos; ///< pos[v.idx()] = 3-D position on S²
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bool success = false;
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bool has_seam = false;
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};
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// ── Internal helpers ──────────────────────────────────────────────────────────
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namespace detail {
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// Euclidean trilaterate: given placed p_a, p_b and distances d_a (from p_a),
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// d_b (from p_b), return the new point on the LEFT side of the directed edge
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// p_a → p_b (corresponds to CCW face orientation).
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inline Eigen::Vector2d trilaterate_2d(
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const Eigen::Vector2d& pa, const Eigen::Vector2d& pb,
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double da, double db)
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{
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Eigen::Vector2d ab = pb - pa;
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double d = ab.norm();
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if (d < 1e-14) return pa;
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Eigen::Vector2d e1 = ab / d;
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Eigen::Vector2d e2(-e1.y(), e1.x()); // CCW perpendicular
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double t = (da*da - db*db + d*d) / (2.0 * d);
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double s2 = da*da - t*t;
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double s = (s2 > 0.0) ? std::sqrt(s2) : 0.0;
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return pa + t*e1 + s*e2; // s > 0 → left side
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}
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// Spherical trilaterate: given unit vectors pa, pb on S² and arc-lengths da, db
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// to the new point, return the new unit vector on the LEFT side of the geodesic
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// arc from pa to pb.
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//
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// Solution: p_c = α·pa + β·pb + γ·(pa × pb), γ > 0.
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// Constraints: pa·p_c = cos(da), pb·p_c = cos(db), |p_c|=1.
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inline Eigen::Vector3d trilaterate_sph(
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const Eigen::Vector3d& pa, const Eigen::Vector3d& pb,
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double da, double db)
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{
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double c = pa.dot(pb); // cos(l_ab)
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double denom = 1.0 - c*c;
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if (denom < 1e-14) return pa; // degenerate (pa ≈ pb)
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double cda = std::cos(da), cdb = std::cos(db);
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double alpha = (cda - c*cdb) / denom;
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double beta = (cdb - c*cda) / denom;
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Eigen::Vector3d cross = pa.cross(pb);
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double cross_n2 = cross.squaredNorm();
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double gamma2 = 1.0 - alpha*alpha - beta*beta - 2.0*alpha*beta*c;
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double gamma = (gamma2 > 0.0 && cross_n2 > 1e-28)
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? std::sqrt(gamma2 / cross_n2)
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: 0.0;
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Eigen::Vector3d p = alpha*pa + beta*pb + gamma*cross;
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double n = p.norm();
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return (n > 1e-14) ? (p / n) : pa; // gamma > 0 → left side
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}
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} // namespace detail
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// ── Euclidean layout ──────────────────────────────────────────────────────────
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//
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// Computes 2-D positions for each vertex by BFS-unfolding the triangulation
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// in the plane. The updated edge length is:
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//
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// l_ij = exp( (λ°_ij + u_i + u_j + λ_e) / 2 )
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//
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// where u_i = x[v_idx[v]] (0 if pinned) and λ_e = x[e_idx[e]] (0 if absent).
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// ─────────────────────────────────────────────────────────────────────────────
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inline Layout2D euclidean_layout(
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ConformalMesh& mesh,
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const std::vector<double>& x,
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const EuclideanMaps& maps)
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{
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const std::size_t nv = mesh.number_of_vertices();
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Layout2D result;
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result.uv.assign(nv, Eigen::Vector2d::Zero());
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if (mesh.number_of_faces() == 0) return result;
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auto get_u = [&](Vertex_index v) -> double {
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int iv = maps.v_idx[v]; return (iv >= 0) ? x[static_cast<std::size_t>(iv)] : 0.0;
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};
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auto get_ue = [&](Edge_index e) -> double {
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int ie = maps.e_idx[e]; return (ie >= 0) ? x[static_cast<std::size_t>(ie)] : 0.0;
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};
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auto edge_len = [&](Halfedge_index h) -> double {
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Edge_index e = mesh.edge(h);
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double lam = maps.lambda0[e]
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+ get_u(mesh.source(h)) + get_u(mesh.target(h))
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+ get_ue(e);
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return std::exp(lam * 0.5);
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};
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std::vector<bool> vertex_placed(nv, false);
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std::vector<bool> face_placed(mesh.number_of_faces(), false);
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// ── Place root face ───────────────────────────────────────────────────
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Face_index f0 = *mesh.faces().begin();
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Halfedge_index h0 = mesh.halfedge(f0);
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Halfedge_index h1 = mesh.next(h0);
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Halfedge_index h2 = mesh.next(h1);
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Vertex_index vA = mesh.source(h0);
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Vertex_index vB = mesh.source(h1);
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Vertex_index vC = mesh.source(h2);
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double lAB = edge_len(h0);
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double lCA = edge_len(h2); // dist C—A
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double lBC = edge_len(h1); // dist B—C
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result.uv[vA.idx()] = Eigen::Vector2d(0.0, 0.0);
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result.uv[vB.idx()] = Eigen::Vector2d(lAB, 0.0);
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result.uv[vC.idx()] = detail::trilaterate_2d(
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result.uv[vA.idx()], result.uv[vB.idx()], lCA, lBC);
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vertex_placed[vA.idx()] = vertex_placed[vB.idx()] = vertex_placed[vC.idx()] = true;
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face_placed[f0.idx()] = true;
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// ── BFS ───────────────────────────────────────────────────────────────
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std::queue<Halfedge_index> q;
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auto enqueue = [&](Face_index f) {
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for (auto h : CGAL::halfedges_around_face(mesh.halfedge(f), mesh)) {
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auto h_opp = mesh.opposite(h);
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if (!mesh.is_border(h_opp) && !face_placed[mesh.face(h_opp).idx()])
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q.push(h_opp);
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}
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};
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enqueue(f0);
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while (!q.empty()) {
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Halfedge_index h = q.front(); q.pop();
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Face_index f = mesh.face(h);
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if (face_placed[f.idx()]) continue;
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Vertex_index v_src = mesh.source(h);
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Vertex_index v_tgt = mesh.target(h);
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Vertex_index v_new = mesh.target(mesh.next(h));
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Eigen::Vector2d p = detail::trilaterate_2d(
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result.uv[v_src.idx()], result.uv[v_tgt.idx()],
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edge_len(mesh.prev(h)), // dist(v_new, v_src)
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edge_len(mesh.next(h))); // dist(v_tgt, v_new)
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if (!vertex_placed[v_new.idx()]) {
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result.uv[v_new.idx()] = p;
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vertex_placed[v_new.idx()] = true;
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} else {
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result.has_seam = true;
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}
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face_placed[f.idx()] = true;
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enqueue(f);
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}
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result.success = true;
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return result;
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}
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// ── Spherical layout ──────────────────────────────────────────────────────────
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//
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// Computes positions on the unit sphere S² by BFS-unfolding the triangulation.
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// Updated spherical arc-length:
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//
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// l_ij = 2·arcsin( min(exp(Λ_ij / 2), 1) )
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//
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// where Λ_ij = λ°_ij + u_i + u_j (+ edge DOF if present).
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//
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// Output: pos[v.idx()] is a unit 3-D vector on S².
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// ─────────────────────────────────────────────────────────────────────────────
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inline Layout3D spherical_layout(
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ConformalMesh& mesh,
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const std::vector<double>& x,
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const SphericalMaps& maps)
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{
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const std::size_t nv = mesh.number_of_vertices();
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Layout3D result;
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result.pos.assign(nv, Eigen::Vector3d::Zero());
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if (mesh.number_of_faces() == 0) return result;
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auto get_u = [&](Vertex_index v) -> double {
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int iv = maps.v_idx[v]; return (iv >= 0) ? x[static_cast<std::size_t>(iv)] : 0.0;
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};
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auto get_ue = [&](Edge_index e) -> double {
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int ie = maps.e_idx[e]; return (ie >= 0) ? x[static_cast<std::size_t>(ie)] : 0.0;
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};
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auto arc_len = [&](Halfedge_index h) -> double {
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Edge_index e = mesh.edge(h);
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double lam = maps.lambda0[e]
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+ get_u(mesh.source(h)) + get_u(mesh.target(h))
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+ get_ue(e);
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return 2.0 * std::asin(std::min(std::exp(lam * 0.5), 1.0));
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};
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// Place root face: vA at north pole, vB along meridian, vC via spherical law
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std::vector<bool> vertex_placed(nv, false);
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std::vector<bool> face_placed(mesh.number_of_faces(), false);
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Face_index f0 = *mesh.faces().begin();
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Halfedge_index h0 = mesh.halfedge(f0);
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Halfedge_index h1 = mesh.next(h0);
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Halfedge_index h2 = mesh.next(h1);
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Vertex_index vA = mesh.source(h0);
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Vertex_index vB = mesh.source(h1);
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Vertex_index vC = mesh.source(h2);
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double lAB = arc_len(h0);
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double lCA = arc_len(h2);
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double lBC = arc_len(h1);
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// vA = north pole, vB along the 0-meridian at arc distance lAB
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result.pos[vA.idx()] = Eigen::Vector3d(0.0, 0.0, 1.0);
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result.pos[vB.idx()] = Eigen::Vector3d(std::sin(lAB), 0.0, std::cos(lAB));
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result.pos[vC.idx()] = detail::trilaterate_sph(
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result.pos[vA.idx()], result.pos[vB.idx()], lCA, lBC);
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vertex_placed[vA.idx()] = vertex_placed[vB.idx()] = vertex_placed[vC.idx()] = true;
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face_placed[f0.idx()] = true;
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std::queue<Halfedge_index> q;
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auto enqueue = [&](Face_index f) {
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for (auto h : CGAL::halfedges_around_face(mesh.halfedge(f), mesh)) {
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auto h_opp = mesh.opposite(h);
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if (!mesh.is_border(h_opp) && !face_placed[mesh.face(h_opp).idx()])
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q.push(h_opp);
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}
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};
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enqueue(f0);
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while (!q.empty()) {
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Halfedge_index h = q.front(); q.pop();
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Face_index f = mesh.face(h);
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if (face_placed[f.idx()]) continue;
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Vertex_index v_src = mesh.source(h);
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Vertex_index v_tgt = mesh.target(h);
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Vertex_index v_new = mesh.target(mesh.next(h));
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Eigen::Vector3d p = detail::trilaterate_sph(
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result.pos[v_src.idx()], result.pos[v_tgt.idx()],
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arc_len(mesh.prev(h)),
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arc_len(mesh.next(h)));
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if (!vertex_placed[v_new.idx()]) {
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result.pos[v_new.idx()] = p;
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vertex_placed[v_new.idx()] = true;
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} else {
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result.has_seam = true;
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}
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face_placed[f.idx()] = true;
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enqueue(f);
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}
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result.success = true;
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return result;
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}
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// ── HyperIdeal layout (Poincaré disk) ────────────────────────────────────────
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//
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// Places the hyperbolic triangulation in the Poincaré disk model.
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// The effective hyperbolic edge length between vertices i and j is:
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//
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// cosh(d_ij) = cosh(b_i + a_ij/2) · cosh(b_j + a_ij/2) − sinh(b_i) · sinh(b_j)
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//
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// (Springborn 2020, equation for the distance in the horoball picture.)
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// Here b_i = x[v_idx[v_i]], a_ij = x[e_idx[e_ij]].
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//
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// Poincaré disk: a point at hyperbolic distance d from the origin lies at
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// Euclidean distance tanh(d/2) from the disk centre.
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//
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// Layout algorithm: BFS with hyperbolic trilateration.
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// ─────────────────────────────────────────────────────────────────────────────
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inline Layout2D hyper_ideal_layout(
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ConformalMesh& mesh,
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const std::vector<double>& x,
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const HyperIdealMaps& maps)
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{
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const std::size_t nv = mesh.number_of_vertices();
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Layout2D result;
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result.uv.assign(nv, Eigen::Vector2d::Zero());
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if (mesh.number_of_faces() == 0) return result;
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auto get_b = [&](Vertex_index v) -> double {
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int iv = maps.v_idx[v]; return (iv >= 0) ? x[static_cast<std::size_t>(iv)] : 0.0;
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};
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auto get_a = [&](Edge_index e) -> double {
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int ie = maps.e_idx[e]; return (ie >= 0) ? x[static_cast<std::size_t>(ie)] : 0.0;
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};
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// Hyperbolic distance between two adjacent vertices
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auto hyp_dist = [&](Halfedge_index h) -> double {
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Vertex_index vi = mesh.source(h);
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Vertex_index vj = mesh.target(h);
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Edge_index e = mesh.edge(h);
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double bi = get_b(vi), bj = get_b(vj), a = get_a(e);
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double half_a = a * 0.5;
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double cosh_d = std::cosh(bi + half_a) * std::cosh(bj + half_a)
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- std::sinh(bi) * std::sinh(bj);
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cosh_d = std::max(1.0, cosh_d);
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return std::acosh(cosh_d);
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};
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// Poincaré disk radius for hyperbolic distance d
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auto poincare_r = [](double d) { return std::tanh(d * 0.5); };
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// Hyperbolic trilateration in Poincaré disk:
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// Given p_a, p_b and hyperbolic distances d_a, d_b to the new point,
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// return the new point on the LEFT side of the geodesic from p_a to p_b.
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// Approximation: for short arcs the Poincaré metric is nearly Euclidean;
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// we use Euclidean trilaterate on the Poincaré coordinates.
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auto trilaterate_hyp = [&](
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const Eigen::Vector2d& pa, const Eigen::Vector2d& pb,
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double da, double db) -> Eigen::Vector2d
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{
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// Convert arc-lengths to Poincaré chord lengths and use Euclidean formula.
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// More precisely: in Poincaré disk, geodesic distance da from pa corresponds
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// to a chord of Euclidean length 2·sinh(da/2) / (cosh(da/2)+1) = tanh(da/2)*2/(1+1)...
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// For robustness we use the isometric approximation: small displacements are
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// Euclidean in conformal coordinates. For a production implementation replace
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// with exact Möbius-transform-based hyperbolic trilateration.
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double ra = poincare_r(da);
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double rb = poincare_r(db);
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return detail::trilaterate_2d(pa, pb, ra, rb);
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};
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// Place root face
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std::vector<bool> vertex_placed(nv, false);
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std::vector<bool> face_placed(mesh.number_of_faces(), false);
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Face_index f0 = *mesh.faces().begin();
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Halfedge_index h0 = mesh.halfedge(f0);
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Halfedge_index h1 = mesh.next(h0);
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Halfedge_index h2 = mesh.next(h1);
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Vertex_index vA = mesh.source(h0);
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Vertex_index vB = mesh.source(h1);
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Vertex_index vC = mesh.source(h2);
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double dAB = hyp_dist(h0);
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double dCA = hyp_dist(h2);
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double dBC = hyp_dist(h1);
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// Place vA at origin, vB on positive x-axis (Poincaré radius = tanh(dAB/2))
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result.uv[vA.idx()] = Eigen::Vector2d(0.0, 0.0);
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result.uv[vB.idx()] = Eigen::Vector2d(poincare_r(dAB), 0.0);
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result.uv[vC.idx()] = trilaterate_hyp(
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result.uv[vA.idx()], result.uv[vB.idx()], dCA, dBC);
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vertex_placed[vA.idx()] = vertex_placed[vB.idx()] = vertex_placed[vC.idx()] = true;
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face_placed[f0.idx()] = true;
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std::queue<Halfedge_index> q;
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auto enqueue = [&](Face_index f) {
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for (auto h : CGAL::halfedges_around_face(mesh.halfedge(f), mesh)) {
|
||
auto h_opp = mesh.opposite(h);
|
||
if (!mesh.is_border(h_opp) && !face_placed[mesh.face(h_opp).idx()])
|
||
q.push(h_opp);
|
||
}
|
||
};
|
||
enqueue(f0);
|
||
|
||
while (!q.empty()) {
|
||
Halfedge_index h = q.front(); q.pop();
|
||
Face_index f = mesh.face(h);
|
||
if (face_placed[f.idx()]) continue;
|
||
|
||
Vertex_index v_src = mesh.source(h);
|
||
Vertex_index v_tgt = mesh.target(h);
|
||
Vertex_index v_new = mesh.target(mesh.next(h));
|
||
|
||
Eigen::Vector2d p = trilaterate_hyp(
|
||
result.uv[v_src.idx()], result.uv[v_tgt.idx()],
|
||
hyp_dist(mesh.prev(h)),
|
||
hyp_dist(mesh.next(h)));
|
||
|
||
if (!vertex_placed[v_new.idx()]) {
|
||
result.uv[v_new.idx()] = p;
|
||
vertex_placed[v_new.idx()] = true;
|
||
} else {
|
||
result.has_seam = true;
|
||
}
|
||
face_placed[f.idx()] = true;
|
||
enqueue(f);
|
||
}
|
||
|
||
result.success = true;
|
||
return result;
|
||
}
|
||
|
||
// ── Convenience: save layout as OFF (z = 0 for 2D, full xyz for 3D) ──────────
|
||
|
||
inline void save_layout_off(
|
||
const std::string& path,
|
||
ConformalMesh& mesh,
|
||
const Layout2D& layout)
|
||
{
|
||
std::ofstream ofs(path);
|
||
ofs << "OFF\n" << mesh.number_of_vertices() << " "
|
||
<< mesh.number_of_faces() << " 0\n";
|
||
for (auto v : mesh.vertices()) {
|
||
auto& p = layout.uv[v.idx()];
|
||
ofs << p.x() << " " << p.y() << " 0\n";
|
||
}
|
||
for (auto f : mesh.faces()) {
|
||
ofs << "3";
|
||
for (auto h : CGAL::halfedges_around_face(mesh.halfedge(f), mesh))
|
||
ofs << " " << mesh.target(h).idx();
|
||
ofs << "\n";
|
||
}
|
||
}
|
||
|
||
inline void save_layout_off(
|
||
const std::string& path,
|
||
ConformalMesh& mesh,
|
||
const Layout3D& layout)
|
||
{
|
||
std::ofstream ofs(path);
|
||
ofs << "OFF\n" << mesh.number_of_vertices() << " "
|
||
<< mesh.number_of_faces() << " 0\n";
|
||
for (auto v : mesh.vertices()) {
|
||
auto& p = layout.pos[v.idx()];
|
||
ofs << p.x() << " " << p.y() << " " << p.z() << "\n";
|
||
}
|
||
for (auto f : mesh.faces()) {
|
||
ofs << "3";
|
||
for (auto h : CGAL::halfedges_around_face(mesh.halfedge(f), mesh))
|
||
ofs << " " << mesh.target(h).idx();
|
||
ofs << "\n";
|
||
}
|
||
}
|
||
|
||
} // namespace conformallab
|