Heavy restructuring of the append function. Now it is hopefully must more efficient.
Added a parameter for requesting the copy of the non trivial topology. (e.g. all the adjacency relations beyond FV and EV).
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5aed57a364
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@ -66,7 +66,7 @@ public:
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std::vector<int> vert,face,edge, hedge;
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};
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static void ImportVertexAdj(MeshLeft &ml, ConstMeshRight &mr, VertexLeft &vl, VertexRight &vr, Remap &remap, bool sel ){
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static void ImportVertexAdj(MeshLeft &ml, ConstMeshRight &mr, VertexLeft &vl, VertexRight &vr, Remap &remap ){
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// Vertex to Edge Adj
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if(vcg::tri::HasVEAdjacency(ml) && vcg::tri::HasVEAdjacency(mr) && vr.cVEp() != 0){
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size_t i = Index(mr,vr.cVEp());
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@ -74,11 +74,8 @@ public:
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vl.VEi() = vr.VEi();
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}
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if(!sel){
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// Vertex to Face Adj
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if(vcg::tri::HasPerVertexVFAdjacency(ml) && vcg::tri::HasPerVertexVFAdjacency(mr) &&
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vcg::tri::HasPerFaceVFAdjacency(ml) && vcg::tri::HasPerFaceVFAdjacency(mr) && vr.cVFp() != 0
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){
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if(vcg::tri::HasPerVertexVFAdjacency(ml) && vcg::tri::HasPerVertexVFAdjacency(mr) && vr.cVFp() != 0 ){
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size_t i = Index(mr,vr.cVFp());
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vl.VFp() = (i>ml.face.size())? 0 :&ml.face[remap.face[i]];
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vl.VFi() = vr.VFi();
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@ -90,18 +87,9 @@ public:
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vl.VHi() = vr.VHi();
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}
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}
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}
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static void ImportEdgeAdj(MeshLeft &ml, ConstMeshRight &mr, EdgeLeft &el, const EdgeRight &er, Remap &remap, bool sel )
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static void ImportEdgeAdj(MeshLeft &ml, ConstMeshRight &mr, EdgeLeft &el, const EdgeRight &er, Remap &remap)
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{
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// Edge to Vertex Adj
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if(vcg::tri::HasEVAdjacency(ml) && vcg::tri::HasEVAdjacency(mr)){
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el.V(0) = &ml.vert[remap.vert[Index(mr,er.cV(0))]];
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el.V(1) = &ml.vert[remap.vert[Index(mr,er.cV(1))]];
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}
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if(!sel){
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// Edge to Edge Adj
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if(vcg::tri::HasEEAdjacency(ml) && vcg::tri::HasEEAdjacency(mr))
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for(unsigned int vi = 0; vi < 2; ++vi)
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@ -122,19 +110,10 @@ public:
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if(vcg::tri::HasEHAdjacency(ml) && vcg::tri::HasEHAdjacency(mr))
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el.EHp() = &ml.hedge[remap.hedge[Index(mr,er.cEHp())]];
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}
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}
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static void ImportFaceAdj(MeshLeft &ml, ConstMeshRight &mr, FaceLeft &fl, const FaceRight &fr, Remap &remap, bool sel )
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static void ImportFaceAdj(MeshLeft &ml, ConstMeshRight &mr, FaceLeft &fl, const FaceRight &fr, Remap &remap )
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{
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// Face to Vertex Adj
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if(vcg::tri::HasFVAdjacency(ml) && vcg::tri::HasFVAdjacency(mr)){
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assert(fl.VN() == fr.VN());
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for( int i = 0; i < fl.VN(); ++i )
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fl.V(i) = &ml.vert[remap.vert[Index(mr,fr.V(i))]];
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}
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if(!sel){
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// Face to Edge Adj
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if(vcg::tri::HasFEAdjacency(ml) && vcg::tri::HasFEAdjacency(mr)){
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assert(fl.VN() == fr.VN());
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@ -158,7 +137,6 @@ public:
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if(vcg::tri::HasFHAdjacency(ml) && vcg::tri::HasFHAdjacency(mr))
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fl.FHp() = &ml.hedge[remap.hedge[Index(mr,fr.cFHp())]];
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}
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}
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static void ImportHEdgeAdj(MeshLeft &ml, ConstMeshRight &mr, HEdgeLeft &hl, const HEdgeRight &hr, Remap &remap, bool /*sel*/ ){
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// HEdge to Vertex Adj
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@ -195,14 +173,15 @@ public:
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// Append::Mesh(ml, mr) is equivalent to ml += mr.
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// Note MeshRigth could be costant...
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static void Mesh(MeshLeft& ml, ConstMeshRight& mr, const bool selected = false){
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static void Mesh(MeshLeft& ml, ConstMeshRight& mr, const bool selected = false, const bool adjFlag = false)
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{
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// Note that if the the selection of the vertexes is not consistent with the face selection
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// the append could build faces referencing non existent vertices
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// so it is mandatory that the selection of the vertices reflects the loose selection
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// from edges and faces (e.g. if a face is selected all its vertices must be selected).
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if(selected)
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{
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assert(adjFlag == false); // It is rather meaningless to partially copy adj relations.
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tri::UpdateSelection<ConstMeshRight>::VertexFromEdgeLoose(mr,true);
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tri::UpdateSelection<ConstMeshRight>::VertexFromFaceLoose(mr,true);
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}
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@ -215,41 +194,46 @@ static void Mesh(MeshLeft& ml, ConstMeshRight& mr, const bool selected = false){
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// vertex
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remap.vert.resize(mr.vert.size(),-1);
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VertexIteratorRight vi;
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VertexIteratorLeft vp;
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int svn = UpdateSelection<ConstMeshRight>::VertexCount(mr);
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if(selected) vp=Allocator<MeshLeft>::AddVertices(ml,svn);
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else vp=Allocator<MeshLeft>::AddVertices(ml,mr.vn);
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for(vi=mr.vert.begin();vi!=mr.vert.end();++vi)
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if(!(*vi).IsD() && (!selected || (*vi).IsS())){
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int ind=Index(mr,*vi);
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assert(remap.vert[ind]==-1);
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VertexIteratorLeft vp;
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vp=Allocator<MeshLeft>::AddVertices(ml,1);
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(*vp).ImportData(*(vi));
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remap.vert[ind]=Index(ml,*vp);
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++vp;
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}
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// edge
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remap.edge.resize(mr.edge.size(),-1);
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EdgeIteratorRight ei;
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EdgeIteratorLeft ep;
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int sen = UpdateSelection<ConstMeshRight>::EdgeCount(mr);
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if(selected) ep=Allocator<MeshLeft>::AddEdges(ml,sen);
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else ep=Allocator<MeshLeft>::AddEdges(ml,mr.en);
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for(ei=mr.edge.begin(); ei!=mr.edge.end();++ei)
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if(!(*ei).IsD() && (!selected || (*ei).IsS())){
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int ind=Index(mr,*ei);
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assert(remap.edge[ind]==-1);
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EdgeIteratorLeft ep;
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ep=Allocator<MeshLeft>::AddEdges(ml,1);
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(*ep).ImportData(*(ei));
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remap.edge[ind]=Index(ml,*ep);
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++ep;
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}
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// face
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vcg::tri::Allocator<ConstMeshRight>::CompactFaceVector(mr);
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remap.face.resize(mr.face.size(),-1);
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FaceIteratorRight fi;
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FaceIteratorLeft fp;
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int sfn = UpdateSelection<ConstMeshRight>::FaceCount(mr);
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if(selected) fp=Allocator<MeshLeft>::AddFaces(ml,sfn);
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else fp=Allocator<MeshLeft>::AddFaces(ml,mr.fn);
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for(fi=mr.face.begin();fi!=mr.face.end();++fi)
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if(!(*fi).IsD() && (!selected || (*fi).IsS())){
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int ind=Index(mr,*fi);
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assert(remap.face[ind]==-1);
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FaceIteratorLeft fp;
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fp=Allocator<MeshLeft>::AddFaces(ml,1);
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(*fp).ImportData(*(fi));
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remap.face[ind]=Index(ml,*fp);
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++fp;
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}
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// hedge
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@ -272,25 +256,39 @@ static void Mesh(MeshLeft& ml, ConstMeshRight& mr, const bool selected = false){
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for(vi=mr.vert.begin();vi!=mr.vert.end();++vi)
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if( !(*vi).IsD() && (!selected || (*vi).IsS())){
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ml.vert[remap.vert[Index(mr,*vi)]].ImportData(*vi);
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ImportVertexAdj(ml,mr,ml.vert[remap.vert[Index(mr,*vi)]],*vi,remap,selected);
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if(adjFlag) ImportVertexAdj(ml,mr,ml.vert[remap.vert[Index(mr,*vi)]],*vi,remap);
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}
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// edge
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for(ei=mr.edge.begin();ei!=mr.edge.end();++ei)
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if(!(*ei).IsD() && (!selected || (*ei).IsS())){
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ml.edge[remap.edge[Index(mr,*ei)]].ImportData(*ei);
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ImportEdgeAdj(ml,mr,ml.edge[remap.edge[Index(mr,*ei)]],*ei,remap,selected);
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// Edge to Vertex Adj
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EdgeLeft &el = ml.edge[remap.edge[Index(mr,*ei)]];
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if(vcg::tri::HasEVAdjacency(ml) && vcg::tri::HasEVAdjacency(mr)){
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el.V(0) = &ml.vert[remap.vert[Index(mr,ei->cV(0))]];
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el.V(1) = &ml.vert[remap.vert[Index(mr,ei->cV(1))]];
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}
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if(adjFlag) ImportEdgeAdj(ml,mr,el,*ei,remap);
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}
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// face
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bool wedgetexcoord = vcg::tri::HasPerWedgeTexCoord(mr);
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const int textureOffset = ml.textures.size();
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bool WTFlag = vcg::tri::HasPerWedgeTexCoord(mr) && (textureOffset>0);
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for(fi=mr.face.begin();fi!=mr.face.end();++fi)
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if(!(*fi).IsD() && (!selected || (*fi).IsS())){
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if(wedgetexcoord)
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for(int i = 0; i < (*fi).VN(); ++i)
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(*fi).WT(i).n() += ml.textures.size();
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if(!(*fi).IsD() && (!selected || (*fi).IsS()))
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{
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FaceLeft &fl = ml.face[remap.face[Index(mr,*fi)]];
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if(WTFlag)
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for(int i = 0; i < 3; ++i)
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fl.WT(i).n() +=textureOffset;
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if(vcg::tri::HasFVAdjacency(ml) && vcg::tri::HasFVAdjacency(mr)){
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fl.V(0) = &ml.vert[remap.vert[Index(mr,fi->cV(0))]];
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fl.V(1) = &ml.vert[remap.vert[Index(mr,fi->cV(1))]];
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fl.V(2) = &ml.vert[remap.vert[Index(mr,fi->cV(2))]];
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}
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ml.face[remap.face[Index(mr,*fi)]].ImportData(*fi);
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ImportFaceAdj(ml,mr,ml.face[remap.face[Index(mr,*fi)]],*fi,remap,selected);
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if(adjFlag) ImportFaceAdj(ml,mr,ml.face[remap.face[Index(mr,*fi)]],*fi,remap);
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}
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