Added append to the set of files always included by complex.h

This commit is contained in:
Paolo Cignoni 2012-10-25 23:37:25 +00:00
parent fc5a0216ac
commit d59ea952ed
2 changed files with 42 additions and 19 deletions

View File

@ -24,14 +24,18 @@
#ifndef __VCGLIB_APPEND
#define __VCGLIB_APPEND
#include <vcg/complex/allocate.h>
#include <vcg/complex/algorithms/update/flag.h>
#include <vcg/complex/algorithms/update/selection.h>
#include <set>
namespace vcg {
namespace tri {
/** \ingroup trimesh */
/*! \brief Class to safely duplicate and append (portion of) meshes.
Adding elements to a mesh, like faces and vertices can involve the reallocation of the vectors of the involved elements.
This class provide the only safe methods to add elements of a mesh to another one.
*/
template<class MeshLeft, class ConstMeshRight>
class Append
{
@ -68,21 +72,21 @@ public:
static void ImportVertexAdj(MeshLeft &ml, ConstMeshRight &mr, VertexLeft &vl, VertexRight &vr, Remap &remap ){
// Vertex to Edge Adj
if(vcg::tri::HasVEAdjacency(ml) && vcg::tri::HasVEAdjacency(mr) && vr.cVEp() != 0){
if(HasVEAdjacency(ml) && HasVEAdjacency(mr) && vr.cVEp() != 0){
size_t i = Index(mr,vr.cVEp());
vl.VEp() = (i>ml.edge.size())? 0 : &ml.edge[remap.edge[i]];
vl.VEi() = vr.VEi();
}
// Vertex to Face Adj
if(vcg::tri::HasPerVertexVFAdjacency(ml) && vcg::tri::HasPerVertexVFAdjacency(mr) && vr.cVFp() != 0 ){
if(HasPerVertexVFAdjacency(ml) && HasPerVertexVFAdjacency(mr) && vr.cVFp() != 0 ){
size_t i = Index(mr,vr.cVFp());
vl.VFp() = (i>ml.face.size())? 0 :&ml.face[remap.face[i]];
vl.VFi() = vr.VFi();
}
// Vertex to HEdge Adj
if(vcg::tri::HasVHAdjacency(ml) && vcg::tri::HasVHAdjacency(mr) && vr.cVHp() != 0){
if(HasVHAdjacency(ml) && HasVHAdjacency(mr) && vr.cVHp() != 0){
vl.VHp() = &ml.hedge[remap.hedge[Index(mr,vr.cVHp())]];
vl.VHi() = vr.VHi();
}
@ -91,7 +95,7 @@ public:
static void ImportEdgeAdj(MeshLeft &ml, ConstMeshRight &mr, EdgeLeft &el, const EdgeRight &er, Remap &remap)
{
// Edge to Edge Adj
if(vcg::tri::HasEEAdjacency(ml) && vcg::tri::HasEEAdjacency(mr))
if(HasEEAdjacency(ml) && HasEEAdjacency(mr))
for(unsigned int vi = 0; vi < 2; ++vi)
{
size_t idx = Index(mr,er.cEEp(vi));
@ -100,14 +104,14 @@ public:
}
// Edge to Face Adj
if(vcg::tri::HasEFAdjacency(ml) && vcg::tri::HasEFAdjacency(mr)){
if(HasEFAdjacency(ml) && HasEFAdjacency(mr)){
size_t idx = Index(mr,er.cEFp());
el.EFp() = (idx>ml.face.size())? 0 :&ml.face[remap.face[idx]];
el.EFi() = er.cEFi();
}
// Edge to HEdge Adj
if(vcg::tri::HasEHAdjacency(ml) && vcg::tri::HasEHAdjacency(mr))
if(HasEHAdjacency(ml) && HasEHAdjacency(mr))
el.EHp() = &ml.hedge[remap.hedge[Index(mr,er.cEHp())]];
}
@ -115,7 +119,7 @@ public:
static void ImportFaceAdj(MeshLeft &ml, ConstMeshRight &mr, FaceLeft &fl, const FaceRight &fr, Remap &remap )
{
// Face to Edge Adj
if(vcg::tri::HasFEAdjacency(ml) && vcg::tri::HasFEAdjacency(mr)){
if(HasFEAdjacency(ml) && HasFEAdjacency(mr)){
assert(fl.VN() == fr.VN());
for( int vi = 0; vi < fl.VN(); ++vi ){
size_t idx = Index(mr,fr.cFEp(vi));
@ -124,7 +128,7 @@ public:
}
// Face to Face Adj
if(vcg::tri::HasFFAdjacency(ml) && vcg::tri::HasFFAdjacency(mr)){
if(HasFFAdjacency(ml) && HasFFAdjacency(mr)){
assert(fl.VN() == fr.VN());
for( int vi = 0; vi < fl.VN(); ++vi ){
size_t idx = Index(mr,fr.cFFp(vi));
@ -134,44 +138,55 @@ public:
}
// Face to HEedge Adj
if(vcg::tri::HasFHAdjacency(ml) && vcg::tri::HasFHAdjacency(mr))
if(HasFHAdjacency(ml) && HasFHAdjacency(mr))
fl.FHp() = &ml.hedge[remap.hedge[Index(mr,fr.cFHp())]];
}
static void ImportHEdgeAdj(MeshLeft &ml, ConstMeshRight &mr, HEdgeLeft &hl, const HEdgeRight &hr, Remap &remap, bool /*sel*/ ){
// HEdge to Vertex Adj
if(vcg::tri::HasHVAdjacency(ml) && vcg::tri::HasHVAdjacency(mr))
if(HasHVAdjacency(ml) && 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)){
if(HasHEAdjacency(ml) && HasHEAdjacency(mr)){
size_t idx = Index(mr,hr.cHEp()) ;
hl.HEp() = (idx>ml.edge.size())? 0 : &ml.edge[remap.edge[idx]];
}
// HEdge to Face Adj
if(vcg::tri::HasHFAdjacency(ml) && vcg::tri::HasHFAdjacency(mr)){
if(HasHFAdjacency(ml) && HasHFAdjacency(mr)){
size_t idx = Index(mr,hr.cHFp());
hl.HFp() = (idx>ml.face.size())? 0 :&ml.face[remap.face[idx]];
}
// HEdge to Opposite HEdge Adj
if(vcg::tri::HasHOppAdjacency(ml) && vcg::tri::HasHOppAdjacency(mr))
if(HasHOppAdjacency(ml) && 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))
if(HasHNextAdjacency(ml) && 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))
if(HasHPrevAdjacency(ml) && HasHPrevAdjacency(mr))
hl.HPp() = &ml.hedge[remap.hedge[Index(mr,hr.cHPp())]];
}
// Append Right Mesh to the Left Mesh
// Append::Mesh(ml, mr) is equivalent to ml += mr.
// Note MeshRigth could be costant...
/*! \brief @Append the second mesh to the first one.
The first mesh is not destroyed and no attempt of avoid duplication of already present elements is done.
If requested only the selected elements are appended to the first one.
The second mesh is not changed at all (it could be constant) with the exception of the selection (see below note).
\note If the the selection of the vertexes is not consistent with the face selection
the append could build faces referencing non existent vertices
so it is mandatory that the selection of the vertices reflects the loose selection
from edges and faces (e.g. if a face is selected all its vertices must be selected).
*/
static void Mesh(MeshLeft& ml, ConstMeshRight& mr, const bool selected = false, const bool adjFlag = false)
{
@ -179,6 +194,7 @@ static void Mesh(MeshLeft& ml, ConstMeshRight& mr, const bool selected = false,
// the append could build faces referencing non existent vertices
// so it is mandatory that the selection of the vertices reflects the loose selection
// from edges and faces (e.g. if a face is selected all its vertices must be selected).
// note the use of the parameter for preserving existing vertex selection.
if(selected)
{
assert(adjFlag == false); // It is rather meaningless to partially copy adj relations.
@ -265,7 +281,7 @@ static void Mesh(MeshLeft& ml, ConstMeshRight& mr, const bool selected = false,
ml.edge[remap.edge[Index(mr,*ei)]].ImportData(*ei);
// Edge to Vertex Adj
EdgeLeft &el = ml.edge[remap.edge[Index(mr,*ei)]];
if(vcg::tri::HasEVAdjacency(ml) && vcg::tri::HasEVAdjacency(mr)){
if(HasEVAdjacency(ml) && HasEVAdjacency(mr)){
el.V(0) = &ml.vert[remap.vert[Index(mr,ei->cV(0))]];
el.V(1) = &ml.vert[remap.vert[Index(mr,ei->cV(1))]];
}
@ -274,7 +290,7 @@ static void Mesh(MeshLeft& ml, ConstMeshRight& mr, const bool selected = false,
// face
const int textureOffset = ml.textures.size();
bool WTFlag = vcg::tri::HasPerWedgeTexCoord(mr) && (textureOffset>0);
bool WTFlag = HasPerWedgeTexCoord(mr) && (textureOffset>0);
for(fi=mr.face.begin();fi!=mr.face.end();++fi)
if(!(*fi).IsD() && (!selected || (*fi).IsS()))
{
@ -282,7 +298,7 @@ static void Mesh(MeshLeft& ml, ConstMeshRight& mr, const bool selected = false,
if(WTFlag)
for(int i = 0; i < 3; ++i)
fl.WT(i).n() +=textureOffset;
if(vcg::tri::HasFVAdjacency(ml) && vcg::tri::HasFVAdjacency(mr)){
if(HasFVAdjacency(ml) && HasFVAdjacency(mr)){
fl.V(0) = &ml.vert[remap.vert[Index(mr,fi->cV(0))]];
fl.V(1) = &ml.vert[remap.vert[Index(mr,fi->cV(1))]];
fl.V(2) = &ml.vert[remap.vert[Index(mr,fi->cV(2))]];
@ -365,13 +381,19 @@ static void Mesh(MeshLeft& ml, ConstMeshRight& mr, const bool selected = false,
// }
}
/*! \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)
{
ml.Clear();
Mesh(ml,mr,selected);
ml.bbox=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()
*/
static void Selected(MeshLeft& ml, ConstMeshRight& mr)
{
Mesh(ml,mr,true);

View File

@ -34,6 +34,7 @@
#include <vcg/container/simple_temporary_data.h>
#include <vcg/complex/used_types.h>
#include <vcg/complex/allocate.h>
#include <vcg/complex/append.h>
namespace vcg {
namespace tri {