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ganovelli 2004-04-28 23:33:24 +00:00
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/****************************************************************************
* VCGLib o o *
* Visual and Computer Graphics Library o o *
* _ O _ *
* Copyright(C) 2004 \/)\/ *
* Visual Computing Lab /\/| *
* ISTI - Italian National Research Council | *
* \ *
* All rights reserved. *
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 of the License, or *
* (at your option) any later version. *
* *
* This program is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License (http://www.gnu.org/licenses/gpl.txt) *
* for more details. *
* *
****************************************************************************/
/****************************************************************************
History
$Log: not supported by cvs2svn $
Revision 1.4 2004/03/31 14:44:43 cignoni
Added Vertex-Face Topology
Revision 1.3 2004/03/12 15:22:19 cignoni
Written some documentation and added to the trimes doxygen module
Revision 1.2 2004/03/05 21:49:21 cignoni
First working version for face face
Revision 1.1 2004/03/04 00:53:24 cignoni
Initial commit
****************************************************************************/
#ifndef __VCG_TRI_UPDATE_TOPOLOGY
#define __VCG_TRI_UPDATE_TOPOLOGY
#include <algorithm>
namespace vcg {
namespace tri {
/** \addtogroup trimesh */
/*@{*/
template <class UpdateMeshType>
class UpdateTopology
{
public:
typedef UpdateMeshType MeshType;
typedef typename MeshType::VertexType VertexType;
typedef typename MeshType::VertexPointer VertexPointer;
typedef typename MeshType::VertexIterator VertexIterator;
typedef typename MeshType::FaceType FaceType;
typedef typename MeshType::FacePointer FacePointer;
typedef typename MeshType::FaceIterator FaceIterator;
/// Auxiliairy data structure for computing face face adjacency information.
// It identifies and edge storing two vertex pointer and a face pointer where it belong.
class PEdge
{
public:
VertexPointer v[2]; // the two Vertex pointer are ordered!
FacePointer f; // the face where this edge belong
int z; // index in [0..2] of the edge of the face
PEdge() {}
void Set( FacePointer pf, const int nz )
{
assert(pf!=0);
assert(nz>=0);
assert(nz<3);
v[0] = pf->V(nz);
v[1] = pf->V((nz+1)%3);
assert(v[0] != v[1]);
if( v[0] > v[1] ) swap(v[0],v[1]);
f = pf;
z = nz;
}
inline bool operator < ( const PEdge & pe ) const
{
if( v[0]<pe.v[0] ) return true;
else if( v[0]>pe.v[0] ) return false;
else return v[1] < pe.v[1];
}
inline bool operator <= ( const PEdge & pe ) const
{
if( v[0]<pe.v[0] ) return true;
else if( v[0]>pe.v[0] ) return false;
else return v[1] <= pe.v[1];
}
inline bool operator > ( const PEdge & pe ) const
{
if( v[0]>pe.v[0] ) return true;
else if( v[0]<pe.v[0] ) return false;
else return v[1] > pe.v[1];
}
inline bool operator >= ( const PEdge & pe ) const
{
if( v[0]>pe.v[0] ) return true;
else if( v[0]<pe.v[0] ) return false;
else return v[1] >= pe.v[1];
}
inline bool operator == ( const PEdge & pe ) const
{
return v[0]==pe.v[0] && v[1]==pe.v[1];
}
inline bool operator != ( const PEdge & pe ) const
{
return v[0]!=pe.v[0] || v[1]!=pe.v[1];
}
};
static void FaceFace(MeshType &m)
{
if(!m.HasFFTopology()) return;
vector<PEdge> e;
FaceIterator pf;
vector<PEdge>::iterator p;
if( m.fn == 0 ) return;
e.resize(m.fn*3); // Alloco il vettore ausiliario
p = e.begin();
for(pf=m.face.begin();pf!=m.face.end();++pf) // Lo riempio con i dati delle facce
if( ! (*pf).IsD() )
for(int j=0;j<3;++j)
{
(*p).Set(&(*pf),j);
++p;
}
assert(p==e.end());
sort(e.begin(), e.end()); // Lo ordino per vertici
int ne = 0; // Numero di edge reali
vector<PEdge>::iterator pe,ps;
for(ps = e.begin(),pe=e.begin();pe<=e.end();++pe) // Scansione vettore ausiliario
{
if( pe==e.end() || *pe != *ps ) // Trovo blocco di edge uguali
{
vector<PEdge>::iterator q,q_next;
for (q=ps;q<pe-1;++q) // Scansione facce associate
{
assert((*q).z>=0);
assert((*q).z< 3);
q_next = q;
++q_next;
assert((*q_next).z>=0);
assert((*q_next).z< 3);
(*q).f->F(q->z) = (*q_next).f; // Collegamento in lista delle facce
(*q).f->Z(q->z) = (*q_next).z;
}
assert((*q).z>=0);
assert((*q).z< 3);
(*q).f->F((*q).z) = ps->f;
(*q).f->Z((*q).z) = ps->z;
ps = pe;
++ne; // Aggiorno il numero di edge
}
}
}
static void VertexFace(MeshType &m)
{
if(!m.HasVFTopology()) return;
VertexIterator vi;
FaceIterator fi;
for(vi=m.vert.begin();vi!=m.vert.end();++vi)
{
(*vi).Fp() = 0;
(*vi).Zp() = 0;
}
for(fi=m.face.begin();fi!=m.face.end();++fi)
if( ! (*fi).IsD() )
{
for(int j=0;j<3;++j)
{
(*fi).Fv(j) = (*fi).V(j)->Fp();
(*fi).Zv(j) = (*fi).V(j)->Zp();
(*fi).V(j)->Fp() = &(*fi);
(*fi).V(j)->Zp() = j;
}
}
}
}; // end class
/*@}*/
} // End namespace
} // End namespace
#endif