rewritten including handling of all adjacencies.

Still incomplete treatment of non uptade but existing adjacencies...
This commit is contained in:
ganovelli 2010-06-16 16:30:24 +00:00
parent e92adc2095
commit 4750b7c666
1 changed files with 265 additions and 135 deletions

View File

@ -20,33 +20,6 @@
* for more details. *
* *
****************************************************************************/
/****************************************************************************
History
$Log: not supported by cvs2svn $
Revision 1.7 2008/01/28 08:39:56 cignoni
added management of normals
Revision 1.6 2007/03/12 15:38:03 tarini
Texture coord name change! "TCoord" and "Texture" are BAD. "TexCoord" is GOOD.
Revision 1.5 2006/05/25 04:40:57 cignoni
Updated HasPerFaceColor/Quality to the new style with mesh param.
Revision 1.4 2006/04/11 13:51:21 zifnab1974
commented out one function which does not compile on linux with gcc 3.4.5
Revision 1.3 2006/01/30 09:00:40 cignoni
Corrected use of HasPerWedgeTexture
Revision 1.2 2006/01/22 17:08:50 cignoni
Bug due to wrong compuation of size of auxiliary vector (vn instead of vert.size() )
Revision 1.1 2006/01/11 15:45:21 cignoni
Initial Release
****************************************************************************/
#ifndef __VCGLIB_APPEND
#define __VCGLIB_APPEND
@ -61,127 +34,284 @@ template<class MeshLeft, class MeshRight>
class Append
{
public:
typedef typename MeshLeft::ScalarType ScalarLeft;
typedef typename MeshLeft::CoordType CoordLeft;
typedef typename MeshLeft::VertexType VertexLeft;
typedef typename MeshLeft::FaceType FaceLeft;
typedef typename MeshLeft::VertexPointer VertexPointerLeft;
typedef typename MeshLeft::VertexIterator VertexIteratorLeft;
typedef typename MeshLeft::FaceIterator FaceIteratorLeft;
typedef typename MeshLeft::ScalarType ScalarLeft;
typedef typename MeshLeft::CoordType CoordLeft;
typedef typename MeshLeft::VertexType VertexLeft;
typedef typename MeshLeft::EdgeType EdgeLeft;
typedef typename MeshLeft::FaceType FaceLeft;
typedef typename MeshLeft::HEdgeType HEdgeLeft;
typedef typename MeshLeft::VertexPointer VertexPointerLeft;
typedef typename MeshLeft::VertexIterator VertexIteratorLeft;
typedef typename MeshLeft::EdgeIterator EdgeIteratorLeft;
typedef typename MeshLeft::HEdgeIterator HEdgeIteratorLeft;
typedef typename MeshLeft::FaceIterator FaceIteratorLeft;
typedef typename MeshRight::ScalarType ScalarRight;
typedef typename MeshRight::CoordType CoordRight;
typedef typename MeshRight::VertexType VertexRight;
typedef typename MeshRight::FaceType FaceRight;
typedef typename MeshRight::ScalarType ScalarRight;
typedef typename MeshRight::CoordType CoordRight;
typedef typename MeshRight::VertexType VertexRight;
typedef typename MeshRight::EdgeType EdgeRight;
typedef typename MeshRight::HEdgeType HEdgeRight;
typedef typename MeshRight::FaceType FaceRight;
typedef typename MeshRight::VertexPointer VertexPointerRight;
typedef typename MeshRight::VertexIterator VertexIteratorRight;
typedef typename MeshRight::EdgeIterator EdgeIteratorRight;
typedef typename MeshRight::HEdgeIterator HEdgeIteratorRight;
typedef typename MeshRight::FaceIterator FaceIteratorRight;
typedef typename MeshRight::FacePointer FacePointerRight;
typedef typename MeshRight::FacePointer FacePointerRight;
static void ImportFace(MeshLeft &ml, MeshRight &mr, FaceLeft &fl, const FaceRight &fr, std::vector<int> &remap)
{
fl.template ImportLocal<FaceRight>(fr);
fl.V(0)=&ml.vert[remap[ Index(mr,fr.V(0))]];
fl.V(1)=&ml.vert[remap[ Index(mr,fr.V(1))]];
fl.V(2)=&ml.vert[remap[ Index(mr,fr.V(2))]];
struct Remap{
std::vector<int> vert,face,edge, hedge;
};
if(HasPerWedgeTexCoord(mr) && HasPerWedgeTexCoord(ml))
for(int i=0;i<3;++i){
fl.WT(i).P()=fr.cWT(i).P();
fl.WT(i).N()=fr.cWT(i).N()+ml.textures.size();
}
}
static void ImportVertexAdj(MeshLeft &ml, MeshRight &mr, VertexLeft &vl, VertexRight &vr, Remap &remap){
// Vertex to Edge Adj
if(vcg::tri::HasVEAdjacency(ml) && vcg::tri::HasVEAdjacency(mr)){
size_t i = Index(mr,vr.cVEp());
vl.VEp() = ((i<0) || (i>ml.edge.size()))? 0 : &ml.edge[remap.edge[i]];
vl.VEi() = vr.VEi();
}
// Vertex to Face Adj
if(vcg::tri::HasVFAdjacency(ml) && vcg::tri::HasVFAdjacency(mr)){
size_t i = Index(mr,vr.cVFp());
vl.VFp() = ((i<0) || (i>ml.edge.size()))? 0 :&ml.face[remap.face[i]];
vl.VFi() = vr.VFi();
}
// Vertex to HEdge Adj
if(vcg::tri::HasVHAdjacency(ml) && vcg::tri::HasVHAdjacency(mr)){
vl.VHp() = &ml.hedge[remap.hedge[Index(mr,vr.cVHp())]];
vl.VHi() = vr.VHi();
}
}
static void ImportEdgeAdj(MeshLeft &ml, MeshRight &mr, EdgeLeft &el, const EdgeRight &er, Remap &remap){
// Edge to Vertex Adj
if(vcg::tri::HasEVAdjacency(ml) && vcg::tri::HasEVAdjacency(mr)){
el.EVp(0) = &ml.vert[remap.vert[Index(mr,er.cEVp(0))]];
el.EVp(1) = &ml.vert[remap.vert[Index(mr,er.cEVp(1))]];
}
// Edge to Edge Adj
if(vcg::tri::HasEEAdjacency(ml) && vcg::tri::HasEEAdjacency(mr))
for(unsigned int i = 0; i < 2; ++i)
{
size_t i = Index(mr,er.cEEp(i));
el.EEp(i) = ((i<0) || (i>ml.edge.size()))? 0 : &ml.edge[remap.edge[i]];
el.EEi(i) = er.cEEi(i);
}
// Edge to Face Adj
if(vcg::tri::HasEFAdjacency(ml) && vcg::tri::HasEFAdjacency(mr)){
el.EFp() = &ml.face[remap.face[Index(mr,er.cEFp())]];
el.EFi() = er.cEFi();
}
// Edge to HEdge Adj
if(vcg::tri::HasEHAdjacency(ml) && vcg::tri::HasEHAdjacency(mr))
el.EHp() = &ml.hedge[remap.hedge[Index(mr,er.cEHp())]];
}
static void ImportFaceAdj(MeshLeft &ml, MeshRight &mr, FaceLeft &fl, const FaceRight &fr, Remap &remap){
// Face to Vertex Adj
if(vcg::tri::HasFVAdjacency(ml) && vcg::tri::HasFVAdjacency(mr)){
assert(fl.VN() == fr.VN());
for(unsigned int i = 0; i < fl.VN(); ++i )
fl.V(i) = &ml.vert[remap.vert[Index(mr,fr.V(i))]];
}
// Face to Edge Adj
if(vcg::tri::HasFEAdjacency(ml) && vcg::tri::HasFEAdjacency(mr)){
assert(fl.VN() == fr.VN());
for(unsigned int i = 0; i < fl.VN(); ++i ){
size_t i = Index(mr,fr.cFEp(i));
fl.FEp(i) = ((i<0) || (i>ml.edge.size()))? 0 : &ml.edge[remap.edge[i]];
}
}
// Face to Face Adj
if(vcg::tri::HasFFAdjacency(ml) && vcg::tri::HasFFAdjacency(mr)){
assert(fl.VN() == fr.VN());
for(unsigned int i = 0; i < fl.VN(); ++i ){
fl.FFp(i) = &ml.face[remap.face[Index(mr,fr.cFFp(i))]];
fl.FFi(i) = fr.cFFi(i);
}
}
// Face to HEedge Adj
if(vcg::tri::HasFHAdjacency(ml) && vcg::tri::HasFHAdjacency(mr))
fl.FHp() = &ml.hedge[remap.hedge[Index(mr,fr.cFHp())]];
}
static void ImportHEdgeAdj(MeshLeft &ml, MeshRight &mr, HEdgeLeft &hl, const HEdgeRight &hr, Remap &remap){
// HEdge to Vertex Adj
if(vcg::tri::HasHVAdjacency(ml) && vcg::tri::HasHVAdjacency(mr))
hl.HVp() = &ml.vert[remap.vert[Index(mr,hr.cHVp())]];
// HEdge to Edge Adj
if(vcg::tri::HasHEAdjacency(ml) && vcg::tri::HasHEAdjacency(mr)){
size_t i = Index(mr,hr.cHEp()) ;
hl.HEp() = ((i<0) || (i>ml.edge.size()))? 0 : &ml.edge[remap.edge[i]];
}
// HEdge to Face Adj
if(vcg::tri::HasHFAdjacency(ml) && vcg::tri::HasHFAdjacency(mr))
hl.HFp() = &ml.face[remap.face[Index(mr,hr.cHFp())]];
// HEdge to Opposite HEdge Adj
if(vcg::tri::HasHOppAdjacency(ml) && vcg::tri::HasHOppAdjacency(mr))
hl.HOp() = &ml.hedge[remap.hedge[Index(mr,hr.cHOp())]];
// HEdge to Next HEdge Adj
if(vcg::tri::HasHNextAdjacency(ml) && vcg::tri::HasHNextAdjacency(mr))
hl.HNp() = &ml.hedge[remap.hedge[Index(mr,hr.cHNp())]];
// HEdge to Next HEdge Adj
if(vcg::tri::HasHPrevAdjacency(ml) && vcg::tri::HasHPrevAdjacency(mr))
hl.HPp() = &ml.hedge[remap.hedge[Index(mr,hr.cHPp())]];
}
//static void ImportFace(MeshLeft &ml, MeshRight &mr, FaceLeft &fl, const FaceRight &fr, std::vector<int> &remap)
//{
// fl.template ImportData<FaceRight>(fr);
// fl.V(0)=&ml.vert[remap[ Index(mr,fr.V(0))]];
// fl.V(1)=&ml.vert[remap[ Index(mr,fr.V(1))]];
// fl.V(2)=&ml.vert[remap[ Index(mr,fr.V(2))]];
//
// if(HasPerWedgeTexCoord(mr) && HasPerWedgeTexCoord(ml))
// for(int i=0;i<3;++i){
// fl.WT(i).P()=fr.cWT(i).P();
// fl.WT(i).N()=fr.cWT(i).N()+ml.textures.size();
// }
//}
// Append Right Mesh to the Left Mesh
// Append::Mesh(ml, mr) is equivalent to ml += mr.
// Note MeshRigth could be costant...
static void Mesh(MeshLeft& ml, MeshRight& mr, const bool selected = false, const bool copyUnrefFlag=false)
{
// remap[i] keep where the position of where the i-th vertex of meshright has landed in meshleft
std::vector<int> remap(mr.vert.size(),-1);
if(copyUnrefFlag) // copy ALL the vertices of MR onto ML
{
VertexIteratorRight vi;
for(vi=mr.vert.begin();vi!=mr.vert.end();++vi)
{
int vind=Index(mr,*vi);
if(remap[vind]==-1)
{
VertexIteratorLeft vp;
vp=Allocator<MeshLeft>::AddVertices(ml,1);
(*vp).ImportLocal(*(vi));
remap[vind]=Index(ml,*vp);
}
}
}
// first loop to find the referenced vertices and copy them preparing the remap vector
FaceIteratorRight fi;
int FaceToAdd=0;
for(fi=mr.face.begin();fi!=mr.face.end();++fi)
if((!(*fi).IsD()) && (!selected || (*fi).IsS() ))
{
++FaceToAdd;
for(int i=0;i<3;++i)
{
int vind=Index(mr, *(*fi).V(i));
if(remap[vind]==-1)
{
VertexIteratorLeft vp;
vp=Allocator<MeshLeft>::AddVertices(ml,1);
(*vp).ImportLocal(*(*fi).V(i));
remap[vind]=Index(ml,*vp);
}
}
}
// second loop copy the faces updating the vertex references
FaceIteratorLeft fp=Allocator<MeshLeft>::AddFaces(ml,FaceToAdd);
for(fi=mr.face.begin();fi!=mr.face.end();++fi)
if(!(*fi).IsD() && (!selected || (*fi).IsS() ))
{
ImportFace(ml,mr,(*fp),(*fi),remap);
++fp;
}
// At the end concatenate the vector with texture names.
ml.textures.insert(ml.textures.end(),mr.textures.begin(),mr.textures.end());
static void Mesh(MeshLeft& ml, MeshRight& mr, const bool selected = false){
// phase 1. allocate on ml vert,edge,face, hedge to accomodat those of mr
// and build the remapping for all
Remap remap;
// vertex
remap.vert.resize(mr.vert.size(),-1);
VertexIteratorRight vi;
for(vi=mr.vert.begin();vi!=mr.vert.end();++vi)
if(!selected || (*vi).IsS())
{
int ind=Index(mr,*vi);
if(remap.vert[ind]==-1){
VertexIteratorLeft vp;
vp=Allocator<MeshLeft>::AddVertices(ml,1);
(*vp).ImportData(*(vi));
remap.vert[ind]=Index(ml,*vp);
}
}
// edge
remap.edge.resize(mr.edge.size(),-1);
EdgeIteratorRight ei;
for(ei=mr.edge.begin(); ei!=mr.edge.end();++ei)
if(!selected || (*ei).IsS())
{
int ind=Index(mr,*ei);
if(remap.edge[ind]==-1){
EdgeIteratorLeft ep;
ep=Allocator<MeshLeft>::AddEdges(ml,1);
(*ep).ImportData(*(ei));
remap.edge[ind]=Index(ml,*ep);
}
}
// face
remap.face.resize(mr.face.size(),-1);
FaceIteratorRight fi;
for(fi=mr.face.begin();fi!=mr.face.end();++fi)
if(!selected || (*fi).IsS())
{
int ind=Index(mr,*fi);
if(remap.face[ind]==-1){
FaceIteratorLeft fp;
fp=Allocator<MeshLeft>::AddFaces(ml,1);
(*fp).ImportData(*(fi));
remap.face[ind]=Index(ml,*fp);
}
}
// hedge
remap.hedge.resize(mr.hedge.size(),-1);
HEdgeIteratorRight hi;
for(hi=mr.hedge.begin();hi!=mr.hedge.end();++hi)
if(!selected || (*hi).IsS())
{
int ind=Index(mr,*hi);
if(remap.hedge[ind]==-1){
HEdgeIteratorLeft hp;
hp=Allocator<MeshLeft>::AddHEdges(ml,1);
(*hp).ImportData(*(hi));
remap.hedge[ind]=Index(ml,*hp);
}
}
// phase 2.
// copy data from ml to its corresponding elements in ml and adjacencies
// vertex
for(vi=mr.vert.begin();vi!=mr.vert.end();++vi)
if(!selected || (*vi).IsS()){
ml.vert[remap.vert[Index(mr,*vi)]].ImportData(*vi);
ImportVertexAdj(ml,mr,ml.vert[remap.vert[Index(mr,*vi)]],*vi,remap);
}
// edge
for(ei=mr.edge.begin();ei!=mr.edge.end();++ei)
if(!selected || (*ei).IsS()){
ml.edge[remap.edge[Index(mr,*ei)]].ImportData(*ei);
ImportEdgeAdj(ml,mr,ml.edge[remap.edge[Index(mr,*ei)]],*ei,remap);
}
// face
for(fi=mr.face.begin();fi!=mr.face.end();++fi)
if(!selected || (*fi).IsS()){
ml.face[remap.face[Index(mr,*fi)]].ImportData(*fi);
ImportFaceAdj(ml,mr,ml.face[remap.face[Index(mr,*fi)]],*fi,remap);
}
// hedge
for(hi=mr.hedge.begin();hi!=mr.hedge.end();++hi)
if(!selected || (*hi).IsS()){
ml.hedge[remap.hedge[Index(mr,*hi)]].ImportData(*hi);
ImportHEdgeAdj(ml,mr,ml.hedge[remap.hedge[Index(mr,*hi)]],*hi,remap);
}
// phase 3.
// take care of other per mesh data: textures, attributes
// At the end concatenate the vector with texture names.
ml.textures.insert(ml.textures.end(),mr.textures.begin(),mr.textures.end());
// Attributes. Copy only those attributes that are present in both meshes
// Two attributes in different meshes are considered the same if they have the same
// name and the same type. This may be deceiving because they could in fact have
// different semantic, but this is up to the developer.
// If the left mesh has attributes that are not in the right mesh, their values for the elements
// of the right mesh will be uninitialized
// to be done.
// note: we need to assign attribute values without knowing their type
}
// static void Subset(MeshLeft& ml, std::vector<FacePointerRight> & vfpr)
// {
// // remap[i] keep where the position of where the i-th vertex of meshright has landed in meshleft
// std::vector<int> remap(mr.vert.size(),-1);
// // first loop to find the referenced vertices and copy them preparing the remap vector
// typename std::vector<FacePointerRight>::iterator fi;
// int FaceToAdd=0;
// for(fi=vfpr.begin();fi!=vfpr.end();++fi)
// if(!(*fi)->IsD())
// {
// FaceToAdd++;
// for(int i=0;i<3;++i)
// {
// int vind=Index(mr, *(**fi).V(i));
// if(remap[vind]==-1)
// {
// VertexIteratorLeft vp;
// vp=Allocator<MeshLeft>::AddVertices(ml,1);
// ImportVertex((*vp),*(**fi).V(i));
// remap[vind]=Index(ml,*vp);
// }
// }
// }
// // second loop copy the faces updating the vertex references
// FaceIteratorLeft fp=Allocator<MeshLeft>::AddFaces(ml,FaceToAdd);
// for(fi=vfpr.begin();fi!=vfpr.end();++fi)
// if(!(*fi).IsD())
// {
// ImportFace(ml,mr,(*fp),(*fi),remap);
// ++fp;
// }
// }
static void Selected(MeshLeft& ml, MeshRight& mr)
{
Mesh(ml,mr,true);