Added a (useful) static method to split a given polychord into a number n>1 of polychords.
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@ -47,9 +47,13 @@ namespace tri {
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template < typename PolyMeshType >
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class PolychordCollapse {
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public:
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typedef typename PolyMeshType::FaceType FaceType;
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typedef typename PolyMeshType::VertexType VertexType;
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typedef typename PolyMeshType::CoordType CoordType;
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typedef typename PolyMeshType::VertexType VertexType;
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typedef typename PolyMeshType::VertexPointer VertexPointer;
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typedef typename PolyMeshType::VertexIterator VertexIterator;
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typedef typename PolyMeshType::FaceType FaceType;
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typedef typename PolyMeshType::FacePointer FacePointer;
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typedef typename PolyMeshType::FaceIterator FaceIterator;
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/**
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* @brief The PC_ResultCode enum codifies the result type of a polychord collapse operation.
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@ -664,17 +668,17 @@ public:
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vcg::face::JumpingPos<FaceType> tmpPos;
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bool onSideA = false, onSideB = false;
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vcg::face::Pos<FaceType> sideA, sideB;
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typedef std::queue<VertexType **> FacesVertex;
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typedef std::pair<VertexType *, FacesVertex> FacesVertexPair;
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typedef std::queue<VertexPointer *> FacesVertex;
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typedef std::pair<VertexPointer, FacesVertex> FacesVertexPair;
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typedef std::queue<FacesVertexPair> FacesVertexPairQueue;
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FacesVertexPairQueue vQueue;
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typedef std::pair<FaceType **, FaceType *> FFpPair;
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typedef std::pair<FacePointer *, FacePointer> FFpPair;
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typedef std::pair<char *, char> FFiPair;
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typedef std::pair<FFpPair, FFiPair> FFPair;
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typedef std::queue<FFPair> FFQueue;
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FFQueue ffQueue;
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std::queue<VertexType *> verticesToDeleteQueue;
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std::queue<FaceType *> facesToDeleteQueue;
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std::queue<VertexPointer> verticesToDeleteQueue;
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std::queue<FacePointer> facesToDeleteQueue;
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if (checkSing) {
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do {
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@ -872,6 +876,191 @@ public:
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}
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}
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/**
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* @brief SplitPolychord splits a polychord into n polychords by inserting all the needed faces.
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* @param mesh is the input polygonal mesh.
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* @param pos is a position into the polychord (not necessarily the starting border).
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* @param n is the number of polychords to replace the input one.
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* @param facesToUpdate is a vector of face pointers to be updated after re-allocation.
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* @param verticesToUpdate is a vector of vertex pointers to be updated after re-allocation.
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*/
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static void SplitPolychord (PolyMeshType &mesh, const vcg::face::Pos<FaceType> &pos, const size_t n,
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std::vector<FacePointer *> &facesToUpdate = std::vector<FacePointer *>(),
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std::vector<VertexPointer *> &verticesToUpdate = std::vector<VertexPointer *>()) {
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if (mesh.IsEmpty())
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return;
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if (pos.IsNull())
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return;
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if (n <= 1)
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return;
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// find the real starting position (is the polychord a strip or a ring?) and count how many faces there are
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size_t fn = 0;
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bool polyBorderFound = false;
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vcg::face::Pos<FaceType> startPos = pos;
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do {
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// check if all faces are 4-sided
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if (startPos.F()->VN() != 4)
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return;
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// check manifoldness
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if (IsVertexAdjacentToAnyNonManifoldEdge(startPos))
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return;
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// increase the number of faces
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fn++;
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// go on the opposite edge
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startPos.FlipE();
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startPos.FlipV();
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startPos.FlipE();
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// if the first border has been reached, go on the other direction to find the other border
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if (!polyBorderFound && startPos != pos && startPos.IsBorder()) {
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// check manifoldness
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if (IsVertexAdjacentToAnyNonManifoldEdge(startPos))
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return;
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startPos = pos;
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polyBorderFound = true;
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}
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// if the other border has been reached, stop
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if (polyBorderFound && startPos.IsBorder()) {
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// check manifoldness
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if (IsVertexAdjacentToAnyNonManifoldEdge(startPos))
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return;
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break;
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}
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// check manifoldness
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if (!startPos.IsManifold())
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return;
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// go onto the next face
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startPos.FlipF();
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} while (startPos != pos);
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// as every face has an orientation, ensure that the new polychords are inserted on the right of the starting pos
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startPos.FlipE();
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int e = startPos.E();
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startPos.FlipE();
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if (startPos.F()->Next(startPos.E()) != e)
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startPos.FlipV();
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// compute the number of faces and vertices that must be added to the mesh in order to insert the new polychords
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size_t FN = fn * (n - 1);
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size_t VN = FN;
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if (startPos.IsBorder())
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VN += n - 1;
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// add the starting position's face and vertex pointers to the list of things to update after re-allocation
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facesToUpdate.push_back(&startPos.F());
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verticesToUpdate.push_back(&startPos.V());
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// add faces to the mesh
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FaceIterator firstAddedFaceIt = vcg::tri::Allocator<PolyMeshType>::AddFaces(mesh, FN, facesToUpdate);
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// add vertices to the mesh
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VertexIterator firstAddedVertexIt = vcg::tri::Allocator<PolyMeshType>::AddVertices(mesh, VN, verticesToUpdate);
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// allocate and initialize 4 vertices and ffAdj for each new face
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for (FaceIterator fIt = firstAddedFaceIt; fIt != mesh.face.end(); fIt++) {
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fIt->Alloc(4);
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for (size_t j = 0; j < 4; j++) {
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fIt->FFp(j) = &*fIt;
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fIt->FFi(j) = j;
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}
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}
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// some variables
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size_t ln = fn;
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if (startPos.IsBorder())
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ln++;
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FacePointer lf = NULL; // face on the left to the current one
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int lfre = 0; // right edge of lf
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VertexPointer * lfbrV = NULL; // address of the bottom-right vertex pointer of lf
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VertexPointer * lftrV = NULL; // address of the top-right vertex pointer of lf
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CoordType lvP;
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CoordType svP;
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typedef std::pair<FacePointer,int> FaceEdge;
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typedef std::pair<FaceEdge,FaceEdge> FaceFaceAdj;
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typedef std::pair<VertexPointer *,VertexPointer> FaceVertexAdj;
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std::queue<FaceFaceAdj> ffAdjQueue; // face-to-face adjacency queue
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std::queue<FaceVertexAdj> fvAdjQueue; // face-to-vertex adjacency queue
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bool currentFaceBottomIsBorder = false;
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// scan the polychord and add adj into queues
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vcg::face::Pos<FaceType> runPos = startPos;
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for (size_t i = 0; i < fn; i++) {
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// store links to the current left face
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lf = runPos.F();
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currentFaceBottomIsBorder = runPos.IsBorder();
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lvP = runPos.VFlip()->P();
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svP = (runPos.V()->P() - lvP) / n;
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runPos.FlipE();
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lfre = runPos.E();
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lfbrV = &runPos.F()->V(runPos.VInd());
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runPos.FlipV();
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lftrV = &runPos.F()->V(runPos.VInd());
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// set the current line's last face's right ff adjacency
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if (!runPos.IsBorder())
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ffAdjQueue.push(FaceFaceAdj(FaceEdge(&*(firstAddedFaceIt + (i+1)*(n-1) - 1), 1), FaceEdge(runPos.FFlip(), runPos.F()->FFi(runPos.E()))));
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// set the current line's last face's bottom right vertex's coords
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(firstAddedVertexIt + (i+1)*(n-1) - 1)->P() = lvP + svP * (n - 1);
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// set the current line's last face's bottom right vertex
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fvAdjQueue.push(FaceVertexAdj(&(firstAddedFaceIt + (i+1)*(n-1) - 1)->V(1), runPos.VFlip()));
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// set the current face's top left vertex
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fvAdjQueue.push(FaceVertexAdj(&(firstAddedFaceIt + (i+1)*(n-1) - 1)->V(2), runPos.V()));
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runPos.FlipE();
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if (!runPos.IsBorder())
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runPos.FlipF();
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else
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for (size_t j = 0; j < n-1; j++)
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// set the current face's bottom right vertex's coords
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(firstAddedVertexIt + (i+1)*(n-1) + j)->P() = runPos.VFlip()->P() +
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(runPos.V()->P() - runPos.VFlip()->P()) / n * (j+1);
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// run horizontally on the current line of the grid
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for (size_t j = 0; j < n-1; j++) {
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// set the current face's left ff adj
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ffAdjQueue.push(FaceFaceAdj(FaceEdge(lf, lfre), FaceEdge(&*(firstAddedFaceIt + i*(n-1) + j), 3)));
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// set the current face's bottom ff adjacency
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if (!currentFaceBottomIsBorder)
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ffAdjQueue.push(FaceFaceAdj(FaceEdge(&*(firstAddedFaceIt + ((i+fn-1)%fn)*(n-1) + j), 2), FaceEdge(&*(firstAddedFaceIt + i*(n-1) + j), 0)));
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// set the current face's bottom right vertex's coords
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(firstAddedVertexIt + i*(n-1) + j)->P() = lvP + svP * (j+1);
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// set the left face's bottom right vertex
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fvAdjQueue.push(FaceVertexAdj(lfbrV, &*(firstAddedVertexIt + i*(n-1) + j)));
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// set the current face's bottom left vertex
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fvAdjQueue.push(FaceVertexAdj(&(firstAddedFaceIt + i*(n-1) + j)->V(0), &*(firstAddedVertexIt + i*(n-1) + j)));
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// set the left face's top right vertex
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fvAdjQueue.push(FaceVertexAdj(lftrV, &*(firstAddedVertexIt + ((i+1)%ln)*(n-1) + j)));
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// set the current face's top left vertex
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fvAdjQueue.push(FaceVertexAdj(&(firstAddedFaceIt + i*(n-1) + j)->V(3), &*(firstAddedVertexIt + ((i+1)%ln)*(n-1) + j)));
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// update temporary variables
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lf = &*(firstAddedFaceIt + i*(n-1) + j);
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lfre = 1;
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lfbrV = &(firstAddedFaceIt + i*(n-1) + j)->V(1);
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lftrV = &(firstAddedFaceIt + i*(n-1) + j)->V(2);
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}
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}
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// now apply ff adj changes
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while (!ffAdjQueue.empty()) {
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// the left/bottom face links to the right/top face
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ffAdjQueue.front().first.first->FFp(ffAdjQueue.front().first.second) = ffAdjQueue.front().second.first;
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ffAdjQueue.front().first.first->FFi(ffAdjQueue.front().first.second) = ffAdjQueue.front().second.second;
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// the right/top face links to the left/bottom face
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ffAdjQueue.front().second.first->FFp(ffAdjQueue.front().second.second) = ffAdjQueue.front().first.first;
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ffAdjQueue.front().second.first->FFi(ffAdjQueue.front().second.second) = ffAdjQueue.front().first.second;
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// pop from queue
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ffAdjQueue.pop();
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}
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// and apply fv adj changes
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while (!fvAdjQueue.empty()) {
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*fvAdjQueue.front().first = fvAdjQueue.front().second;
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fvAdjQueue.pop();
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}
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}
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private:
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/**
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* @brief IsVertexAdjacentToAnyNonManifoldEdge checks if a vertex is adjacent to any non-manifold edge.
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