fix append and SplitManifoldComponents when wedge text coords are enabled
This commit is contained in:
parent
1ec2d65a58
commit
c150c3f6b6
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@ -689,6 +689,9 @@ public:
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tmpMesh.vert.EnableVFAdjacency();
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tmpMesh.face.EnableVFAdjacency();
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if (m.face.IsWedgeTexCoordEnabled())
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tmpMesh.face.EnableWedgeTexCoord();
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size_t selCnt=0;
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for(FaceIterator fi = m.face.begin(); fi != m.face.end(); ++fi)
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@ -264,215 +264,7 @@ static void Mesh(MeshLeft& ml, ConstMeshRight& mr, const bool selected = false,
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tri::UpdateSelection<ConstMeshRight>::VertexFromFaceLoose(mr,true);
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}
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// phase 1. allocate on ml vert,edge,face, hedge to accomodat those of mr
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// and build the remapping for all
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Remap remap;
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// vertex
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remap.vert.resize(mr.vert.size(), Remap::InvalidIndex());
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VertexIteratorLeft vp;
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size_t svn = UpdateSelection<ConstMeshRight>::VertexCount(mr);
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if(selected)
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vp=Allocator<MeshLeft>::AddVertices(ml,int(svn));
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else
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vp=Allocator<MeshLeft>::AddVertices(ml,mr.vn);
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for(VertexIteratorRight vi=mr.vert.begin(); vi!=mr.vert.end(); ++vi)
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{
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if(!(*vi).IsD() && (!selected || (*vi).IsS()))
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{
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size_t ind=Index(mr,*vi);
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remap.vert[ind]=int(Index(ml,*vp));
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++vp;
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}
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}
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// edge
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remap.edge.resize(mr.edge.size(), Remap::InvalidIndex());
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EdgeIteratorLeft ep;
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size_t 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(EdgeIteratorRight ei=mr.edge.begin(); ei!=mr.edge.end(); ++ei)
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if(!(*ei).IsD() && (!selected || (*ei).IsS())){
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size_t ind=Index(mr,*ei);
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remap.edge[ind]=int(Index(ml,*ep));
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++ep;
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}
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// face
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remap.face.resize(mr.face.size(), Remap::InvalidIndex());
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FaceIteratorLeft fp;
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size_t 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(FaceIteratorRight fi=mr.face.begin(); fi!=mr.face.end(); ++fi)
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if(!(*fi).IsD() && (!selected || (*fi).IsS())){
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size_t ind=Index(mr,*fi);
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remap.face[ind]=int(Index(ml,*fp));
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++fp;
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}
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// hedge
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remap.hedge.resize(mr.hedge.size(),Remap::InvalidIndex());
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for(HEdgeIteratorRight hi=mr.hedge.begin(); hi!=mr.hedge.end(); ++hi)
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if(!(*hi).IsD() && (!selected || (*hi).IsS())){
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size_t ind=Index(mr,*hi);
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assert(remap.hedge[ind]==Remap::InvalidIndex());
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HEdgeIteratorLeft hp = Allocator<MeshLeft>::AddHEdges(ml,1);
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(*hp).ImportData(*(hi));
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remap.hedge[ind]=Index(ml,*hp);
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}
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remap.tetra.resize(mr.tetra.size(), Remap::InvalidIndex());
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for (TetraIteratorRight ti = mr.tetra.begin(); ti != mr.tetra.end(); ++ti)
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if (!(*ti).IsD() && (!selected || (*ti).IsS())) {
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size_t idx = Index(mr, *ti);
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assert (remap.tetra[idx] == Remap::InvalidIndex());
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TetraIteratorLeft tp = Allocator<MeshLeft>::AddTetras(ml, 1);
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(*tp).ImportData(*ti);
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remap.tetra[idx] = Index(ml, *tp);
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}
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// phase 2.
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// copy data from mr to its corresponding elements in ml and adjacencies
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// vertex
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for(VertexIteratorRight 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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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(EdgeIteratorRight 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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// Edge to Vertex Adj
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EdgeLeft &el = ml.edge[remap.edge[Index(mr,*ei)]];
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if(HasEVAdjacency(ml) && 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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const size_t textureOffset = ml.textures.size();
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bool WTFlag = HasPerWedgeTexCoord(mr) && (textureOffset>0);
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for(FaceIteratorRight fi=mr.face.begin();fi!=mr.face.end();++fi)
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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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fl.Alloc(fi->VN());
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if(HasFVAdjacency(ml) && HasFVAdjacency(mr)){
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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,fi->cV(i))]];
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}
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fl.ImportData(*fi);
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if(WTFlag)
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for(int i = 0; i < fl.VN(); ++i)
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fl.WT(i).n() += short(textureOffset);
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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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// hedge
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for(HEdgeIteratorRight hi=mr.hedge.begin();hi!=mr.hedge.end();++hi)
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if(!(*hi).IsD() && (!selected || (*hi).IsS())){
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ml.hedge[remap.hedge[Index(mr,*hi)]].ImportData(*hi);
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ImportHEdgeAdj(ml,mr,ml.hedge[remap.hedge[Index(mr,*hi)]],*hi,remap,selected);
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}
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//tetra
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for(TetraIteratorRight ti = mr.tetra.begin(); ti != mr.tetra.end(); ++ti)
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if(!(*ti).IsD() && (!selected || (*ti).IsS()))
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{
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TetraLeft &tl = ml.tetra[remap.tetra[Index(mr,*ti)]];
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if(HasFVAdjacency(ml) && HasFVAdjacency(mr)){
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for(int i = 0; i < 4; ++i)
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tl.V(i) = &ml.vert[remap.vert[Index(mr,ti->cV(i))]];
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}
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tl.ImportData(*ti);
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if(adjFlag) ImportTetraAdj(ml, mr, ml.tetra[remap.tetra[Index(mr,*ti)]], *ti, remap);
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}
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// phase 3.
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// take care of other per mesh data: textures, attributes
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// At the end concatenate the vector with texture names.
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ml.textures.insert(ml.textures.end(),mr.textures.begin(),mr.textures.end());
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// Attributes. Copy only those attributes that are present in both meshes
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// Two attributes in different meshes are considered the same if they have the same
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// name and the same type. This may be deceiving because they could in fact have
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// different semantic, but this is up to the developer.
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// If the left mesh has attributes that are not in the right mesh, their values for the elements
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// of the right mesh will be uninitialized
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unsigned int id_r;
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typename std::set< PointerToAttribute >::iterator al, ar;
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// per vertex attributes
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for(al = ml.vert_attr.begin(); al != ml.vert_attr.end(); ++al)
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if(!(*al)._name.empty()){
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ar = mr.vert_attr.find(*al);
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if(ar!= mr.vert_attr.end()){
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id_r = 0;
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for(VertexIteratorRight vi=mr.vert.begin();vi!=mr.vert.end();++vi,++id_r)
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if( !(*vi).IsD() && (!selected || (*vi).IsS()))
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(*al)._handle->CopyValue(remap.vert[Index(mr,*vi)], id_r, (*ar)._handle);
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}
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}
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// per edge attributes
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for(al = ml.edge_attr.begin(); al != ml.edge_attr.end(); ++al)
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if(!(*al)._name.empty()){
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ar = mr.edge_attr.find(*al);
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if(ar!= mr.edge_attr.end()){
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id_r = 0;
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for(EdgeIteratorRight ei=mr.edge.begin();ei!=mr.edge.end();++ei,++id_r)
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if( !(*ei).IsD() && (!selected || (*ei).IsS()))
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(*al)._handle->CopyValue(remap.edge[Index(mr,*ei)], id_r, (*ar)._handle);
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}
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}
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// per face attributes
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for(al = ml.face_attr.begin(); al != ml.face_attr.end(); ++al)
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if(!(*al)._name.empty()){
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ar = mr.face_attr.find(*al);
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if(ar!= mr.face_attr.end()){
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id_r = 0;
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for(FaceIteratorRight fi=mr.face.begin();fi!=mr.face.end();++fi,++id_r)
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if( !(*fi).IsD() && (!selected || (*fi).IsS()))
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(*al)._handle->CopyValue(remap.face[Index(mr,*fi)], id_r, (*ar)._handle);
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}
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}
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// per tetra attributes
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for(al = ml.tetra_attr.begin(); al != ml.tetra_attr.end(); ++al)
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if(!(*al)._name.empty()){
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ar = mr.tetra_attr.find(*al);
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if(ar!= mr.tetra_attr.end()){
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id_r = 0;
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for(TetraIteratorRight ti = mr.tetra.begin(); ti != mr.tetra.end(); ++ti, ++id_r)
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if( !(*ti).IsD() && (!selected || (*ti).IsS()))
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(*al)._handle->CopyValue(remap.tetra[Index(mr, *ti)], id_r, (*ar)._handle);
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}
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}
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// per mesh attributes
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// if both ml and mr have an attribute with the same name, no action is done
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// if mr has an attribute that is NOT present in ml, the attribute is added to ml
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//for(ar = mr.mesh_attr.begin(); ar != mr.mesh_attr.end(); ++ar)
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// if(!(*ar)._name.empty()){
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// al = ml.mesh_attr.find(*ar);
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// if(al== ml.mesh_attr.end())
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// //...
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// }
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MeshAppendConst(ml, mr, selected, adjFlag);
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}
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/**
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@ -494,180 +286,200 @@ static void Mesh(MeshLeft& ml, ConstMeshRight& mr, const bool selected = false,
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* or, use the Mesh function that takes a non-const Right Mesh argument.
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*/
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static void MeshAppendConst(
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MeshLeft& ml,
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const ConstMeshRight& mr,
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const bool selected = false,
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const bool adjFlag = false)
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MeshLeft& ml,
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const ConstMeshRight& mr,
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const bool selected = false,
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const bool adjFlag = false)
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{
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// phase 1. allocate on ml vert,edge,face, hedge to accomodat those of mr
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// and build the remapping for all
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// phase 1. allocate on ml vert,edge,face, hedge to accomodat those of mr
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// and build the remapping for all
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Remap remap;
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Remap remap;
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// vertex
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remap.vert.resize(mr.vert.size(), Remap::InvalidIndex());
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VertexIteratorLeft vp;
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size_t svn = UpdateSelection<ConstMeshRight>::VertexCount(mr);
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if(selected)
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vp=Allocator<MeshLeft>::AddVertices(ml,int(svn));
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else
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vp=Allocator<MeshLeft>::AddVertices(ml,mr.vn);
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// vertex
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remap.vert.resize(mr.vert.size(), Remap::InvalidIndex());
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VertexIteratorLeft vp;
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size_t svn = UpdateSelection<ConstMeshRight>::VertexCount(mr);
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if(selected)
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vp=Allocator<MeshLeft>::AddVertices(ml,int(svn));
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else
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vp=Allocator<MeshLeft>::AddVertices(ml,mr.vn);
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ForEachVertex(mr, [&](const VertexRight& v)
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{
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if(!selected || v.IsS())
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{
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size_t ind=Index(mr,v);
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remap.vert[ind]=int(Index(ml,*vp));
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++vp;
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}
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});
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// edge
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remap.edge.resize(mr.edge.size(), Remap::InvalidIndex());
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EdgeIteratorLeft ep;
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size_t 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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ForEachVertex(mr, [&](const VertexRight& v)
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{
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if(!selected || v.IsS())
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{
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size_t ind=Index(mr,v);
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remap.vert[ind]=int(Index(ml,*vp));
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++vp;
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}
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});
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// edge
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remap.edge.resize(mr.edge.size(), Remap::InvalidIndex());
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EdgeIteratorLeft ep;
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size_t 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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ForEachEdge(mr, [&](const EdgeRight& e)
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{
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if(!selected || e.IsS()){
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size_t ind=Index(mr,e);
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remap.edge[ind]=int(Index(ml,*ep));
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++ep;
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}
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});
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ForEachEdge(mr, [&](const EdgeRight& e)
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{
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if(!selected || e.IsS()){
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size_t ind=Index(mr,e);
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remap.edge[ind]=int(Index(ml,*ep));
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++ep;
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}
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});
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// face
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remap.face.resize(mr.face.size(), Remap::InvalidIndex());
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FaceIteratorLeft fp;
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size_t 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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// face
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remap.face.resize(mr.face.size(), Remap::InvalidIndex());
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FaceIteratorLeft fp;
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size_t 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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ForEachFace(mr, [&](const FaceRight& f)
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{
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if(!selected || f.IsS()){
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size_t ind=Index(mr,f);
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remap.face[ind]=int(Index(ml,*fp));
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++fp;
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}
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});
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ForEachFace(mr, [&](const FaceRight& f)
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{
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if(!selected || f.IsS()){
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size_t ind=Index(mr,f);
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remap.face[ind]=int(Index(ml,*fp));
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++fp;
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}
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});
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// hedge
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remap.hedge.resize(mr.hedge.size(),Remap::InvalidIndex());
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// hedge
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remap.hedge.resize(mr.hedge.size(),Remap::InvalidIndex());
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ForEachHEdge(mr, [&](const HEdgeRight& he)
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{
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if(!selected || he.IsS()){
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size_t ind=Index(mr,he);
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assert(remap.hedge[ind]==Remap::InvalidIndex());
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HEdgeIteratorLeft hp = Allocator<MeshLeft>::AddHEdges(ml,1);
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(*hp).ImportData(he);
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remap.hedge[ind]=Index(ml,*hp);
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}
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});
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ForEachHEdge(mr, [&](const HEdgeRight& he)
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{
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if(!selected || he.IsS()){
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size_t ind=Index(mr,he);
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assert(remap.hedge[ind]==Remap::InvalidIndex());
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HEdgeIteratorLeft hp = Allocator<MeshLeft>::AddHEdges(ml,1);
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(*hp).ImportData(he);
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remap.hedge[ind]=Index(ml,*hp);
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}
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});
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remap.tetra.resize(mr.tetra.size(), Remap::InvalidIndex());
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remap.tetra.resize(mr.tetra.size(), Remap::InvalidIndex());
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ForEachTetra(mr, [&](const TetraRight& t)
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{
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if (!selected || t.IsS()) {
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size_t idx = Index(mr, t);
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assert (remap.tetra[idx] == Remap::InvalidIndex());
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TetraIteratorLeft tp = Allocator<MeshLeft>::AddTetras(ml, 1);
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(*tp).ImportData(t);
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remap.tetra[idx] = Index(ml, *tp);
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}
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});
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ForEachTetra(mr, [&](const TetraRight& t)
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{
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if (!selected || t.IsS()) {
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size_t idx = Index(mr, t);
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assert (remap.tetra[idx] == Remap::InvalidIndex());
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TetraIteratorLeft tp = Allocator<MeshLeft>::AddTetras(ml, 1);
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(*tp).ImportData(t);
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remap.tetra[idx] = Index(ml, *tp);
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}
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});
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// phase 2.
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// copy data from mr to its corresponding elements in ml and adjacencies
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// phase 1.5
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// manage textures, creating a new one only when necessary
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// (not making unuseful duplicates on append) and save a mapping
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// vertex
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ForEachVertex(mr, [&](const VertexRight& v)
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{
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if(!selected || v.IsS()){
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ml.vert[remap.vert[Index(mr,v)]].ImportData(v);
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if(adjFlag) ImportVertexAdj(ml,mr,ml.vert[remap.vert[Index(mr,v)]],v,remap);
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}
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});
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// for each texture in the right mesh, it maps it to the texture index in the
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// left mesh
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std::vector<unsigned int> mappingTextures(mr.textures.size());
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// edge
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ForEachEdge(mr, [&](const EdgeRight& e)
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{
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if(!selected || e.IsS()){
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ml.edge[remap.edge[Index(mr,e)]].ImportData(e);
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||||
// Edge to Vertex Adj
|
||||
EdgeLeft &el = ml.edge[remap.edge[Index(mr,e)]];
|
||||
if(HasEVAdjacency(ml) && HasEVAdjacency(mr)){
|
||||
el.V(0) = &ml.vert[remap.vert[Index(mr,e.cV(0))]];
|
||||
el.V(1) = &ml.vert[remap.vert[Index(mr,e.cV(1))]];
|
||||
}
|
||||
if(adjFlag) ImportEdgeAdj(ml,mr,el,e,remap);
|
||||
}
|
||||
});
|
||||
unsigned int baseMlT = ml.textures.size();
|
||||
for (unsigned int i = 0; i < mr.textures.size(); ++i) {
|
||||
auto it = std::find(ml.textures.begin(), ml.textures.end(), mr.textures[i]);
|
||||
//if the right texture does not exists in the left mesh
|
||||
if (it == ml.textures.end()) {
|
||||
//add the texture in the left mesh and create the mapping
|
||||
mappingTextures[i] = baseMlT++;
|
||||
ml.textures.push_back(mr.textures[i]);
|
||||
}
|
||||
else {
|
||||
//the ith right texture will map in the texture found in the left mesh
|
||||
mappingTextures[i] = it - ml.textures.begin();
|
||||
}
|
||||
}
|
||||
//ml.textures.insert(ml.textures.end(), mr.textures.begin(),mr.textures.end());
|
||||
|
||||
// face
|
||||
const size_t textureOffset = ml.textures.size();
|
||||
bool WTFlag = HasPerWedgeTexCoord(mr) && (textureOffset>0);
|
||||
ForEachFace(mr, [&](const FaceRight& f)
|
||||
{
|
||||
if(!selected || f.IsS())
|
||||
{
|
||||
FaceLeft &fl = ml.face[remap.face[Index(mr,f)]];
|
||||
fl.Alloc(f.VN());
|
||||
if(HasFVAdjacency(ml) && HasFVAdjacency(mr)){
|
||||
for(int i = 0; i < fl.VN(); ++i)
|
||||
fl.V(i) = &ml.vert[remap.vert[Index(mr,f.cV(i))]];
|
||||
}
|
||||
fl.ImportData(f);
|
||||
if(WTFlag)
|
||||
for(int i = 0; i < fl.VN(); ++i)
|
||||
fl.WT(i).n() += short(textureOffset);
|
||||
if(adjFlag) ImportFaceAdj(ml,mr,ml.face[remap.face[Index(mr,f)]],f,remap);
|
||||
// phase 2.
|
||||
// copy data from mr to its corresponding elements in ml and adjacencies
|
||||
|
||||
}
|
||||
});
|
||||
// vertex
|
||||
ForEachVertex(mr, [&](const VertexRight& v)
|
||||
{
|
||||
if(!selected || v.IsS()){
|
||||
ml.vert[remap.vert[Index(mr,v)]].ImportData(v);
|
||||
if(adjFlag) ImportVertexAdj(ml,mr,ml.vert[remap.vert[Index(mr,v)]],v,remap);
|
||||
}
|
||||
});
|
||||
|
||||
// hedge
|
||||
ForEachHEdge(mr, [&](const HEdgeRight& he)
|
||||
{
|
||||
if(!selected || he.IsS()){
|
||||
ml.hedge[remap.hedge[Index(mr,he)]].ImportData(he);
|
||||
ImportHEdgeAdj(ml,mr,ml.hedge[remap.hedge[Index(mr,he)]],he,remap,selected);
|
||||
}
|
||||
});
|
||||
// edge
|
||||
ForEachEdge(mr, [&](const EdgeRight& e)
|
||||
{
|
||||
if(!selected || e.IsS()){
|
||||
ml.edge[remap.edge[Index(mr,e)]].ImportData(e);
|
||||
// Edge to Vertex Adj
|
||||
EdgeLeft &el = ml.edge[remap.edge[Index(mr,e)]];
|
||||
if(HasEVAdjacency(ml) && HasEVAdjacency(mr)){
|
||||
el.V(0) = &ml.vert[remap.vert[Index(mr,e.cV(0))]];
|
||||
el.V(1) = &ml.vert[remap.vert[Index(mr,e.cV(1))]];
|
||||
}
|
||||
if(adjFlag) ImportEdgeAdj(ml,mr,el,e,remap);
|
||||
}
|
||||
});
|
||||
|
||||
//tetra
|
||||
ForEachTetra(mr, [&](const TetraRight& t)
|
||||
{
|
||||
if(!selected || t.IsS())
|
||||
{
|
||||
TetraLeft &tl = ml.tetra[remap.tetra[Index(mr,t)]];
|
||||
// face
|
||||
bool WTFlag = HasPerWedgeTexCoord(mr);
|
||||
ForEachFace(mr, [&](const FaceRight& f)
|
||||
{
|
||||
if(!selected || f.IsS())
|
||||
{
|
||||
FaceLeft &fl = ml.face[remap.face[Index(mr,f)]];
|
||||
fl.Alloc(f.VN());
|
||||
if(HasFVAdjacency(ml) && HasFVAdjacency(mr)){
|
||||
for(int i = 0; i < fl.VN(); ++i)
|
||||
fl.V(i) = &ml.vert[remap.vert[Index(mr,f.cV(i))]];
|
||||
}
|
||||
fl.ImportData(f);
|
||||
if(WTFlag)
|
||||
for(int i = 0; i < fl.VN(); ++i)
|
||||
fl.WT(i).n() = mappingTextures[f.WT(i).n()];
|
||||
if(adjFlag) ImportFaceAdj(ml,mr,ml.face[remap.face[Index(mr,f)]],f,remap);
|
||||
|
||||
if(HasFVAdjacency(ml) && HasFVAdjacency(mr)){
|
||||
for(int i = 0; i < 4; ++i)
|
||||
tl.V(i) = &ml.vert[remap.vert[Index(mr,t.cV(i))]];
|
||||
}
|
||||
tl.ImportData(t);
|
||||
if(adjFlag) ImportTetraAdj(ml, mr, ml.tetra[remap.tetra[Index(mr,t)]], t, remap);
|
||||
}
|
||||
});
|
||||
|
||||
}
|
||||
});
|
||||
// hedge
|
||||
ForEachHEdge(mr, [&](const HEdgeRight& he)
|
||||
{
|
||||
if(!selected || he.IsS()){
|
||||
ml.hedge[remap.hedge[Index(mr,he)]].ImportData(he);
|
||||
ImportHEdgeAdj(ml,mr,ml.hedge[remap.hedge[Index(mr,he)]],he,remap,selected);
|
||||
}
|
||||
});
|
||||
|
||||
// phase 3.
|
||||
// take care of other per mesh data: textures, attributes
|
||||
//tetra
|
||||
ForEachTetra(mr, [&](const TetraRight& t)
|
||||
{
|
||||
if(!selected || t.IsS())
|
||||
{
|
||||
TetraLeft &tl = ml.tetra[remap.tetra[Index(mr,t)]];
|
||||
|
||||
// At the end concatenate the vector with texture names.
|
||||
ml.textures.insert(ml.textures.end(),mr.textures.begin(),mr.textures.end());
|
||||
if(HasFVAdjacency(ml) && HasFVAdjacency(mr)){
|
||||
for(int i = 0; i < 4; ++i)
|
||||
tl.V(i) = &ml.vert[remap.vert[Index(mr,t.cV(i))]];
|
||||
}
|
||||
tl.ImportData(t);
|
||||
if(adjFlag) ImportTetraAdj(ml, mr, ml.tetra[remap.tetra[Index(mr,t)]], t, remap);
|
||||
|
||||
// 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
|
||||
}
|
||||
});
|
||||
|
||||
// phase 3.
|
||||
// take care of other per mesh data: attributes
|
||||
|
||||
// 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
|
||||
|
||||
unsigned int id_r;
|
||||
typename std::set< PointerToAttribute >::iterator al, ar;
|
||||
|
@ -740,40 +552,42 @@ static void MeshAppendConst(
|
|||
}
|
||||
}
|
||||
|
||||
// per mesh attributes
|
||||
// if both ml and mr have an attribute with the same name, no action is done
|
||||
// if mr has an attribute that is NOT present in ml, the attribute is added to ml
|
||||
//for(ar = mr.mesh_attr.begin(); ar != mr.mesh_attr.end(); ++ar)
|
||||
// if(!(*ar)._name.empty()){
|
||||
// al = ml.mesh_attr.find(*ar);
|
||||
// if(al== ml.mesh_attr.end())
|
||||
// //...
|
||||
// }
|
||||
// per mesh attributes
|
||||
// if both ml and mr have an attribute with the same name, no action is done
|
||||
// if mr has an attribute that is NOT present in ml, the attribute is added to ml
|
||||
//for(ar = mr.mesh_attr.begin(); ar != mr.mesh_attr.end(); ++ar)
|
||||
// if(!(*ar)._name.empty()){
|
||||
// al = ml.mesh_attr.find(*ar);
|
||||
// if(al== ml.mesh_attr.end())
|
||||
// //...
|
||||
// }
|
||||
}
|
||||
|
||||
/*! \brief Copy the second mesh over the first one.
|
||||
The first mesh is destroyed. If requested only the selected elements are copied.
|
||||
*/
|
||||
/**
|
||||
* \brief Copy the second mesh over the first one.
|
||||
* The first mesh is destroyed. If requested only the selected elements are copied.
|
||||
*/
|
||||
static void MeshCopy(MeshLeft& ml, ConstMeshRight& mr, bool selected=false, const bool adjFlag = false)
|
||||
{
|
||||
ml.Clear();
|
||||
Mesh(ml,mr,selected,adjFlag);
|
||||
ml.bbox.Import(mr.bbox);
|
||||
ml.Clear();
|
||||
Mesh(ml,mr,selected,adjFlag);
|
||||
ml.bbox.Import(mr.bbox);
|
||||
}
|
||||
|
||||
static void MeshCopyConst(MeshLeft& ml, const ConstMeshRight& mr, bool selected=false, const bool adjFlag = false)
|
||||
{
|
||||
ml.Clear();
|
||||
MeshAppendConst(ml,mr,selected,adjFlag);
|
||||
ml.bbox.Import(mr.bbox);
|
||||
ml.Clear();
|
||||
MeshAppendConst(ml,mr,selected,adjFlag);
|
||||
ml.bbox.Import(mr.bbox);
|
||||
}
|
||||
/*! \brief %Append only the selected elements of second mesh to the first one.
|
||||
|
||||
It is just a wrap of the main Append::Mesh()
|
||||
*/
|
||||
/**
|
||||
* \brief %Append only the selected elements of second mesh to the first one.
|
||||
*
|
||||
* It is just a wrap of the main Append::Mesh()
|
||||
*/
|
||||
static void Selected(MeshLeft& ml, ConstMeshRight& mr)
|
||||
{
|
||||
Mesh(ml,mr,true);
|
||||
Mesh(ml,mr,true);
|
||||
}
|
||||
|
||||
}; // end of class Append
|
||||
|
|
Loading…
Reference in New Issue