adapted some functions to polygonal meshes
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49251952c1
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f2b92b6484
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@ -518,30 +518,30 @@ public:
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ss.push();
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ss.push();
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CountNonManifoldVertexFF(m,true);
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CountNonManifoldVertexFF(m,true);
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UpdateFlags<MeshType>::VertexClearV(m);
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UpdateFlags<MeshType>::VertexClearV(m);
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for (FaceIterator fi = m.face.begin(); fi != m.face.end(); ++fi) if (!fi->IsD())
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for (FaceIterator fi = m.face.begin(); fi != m.face.end(); ++fi) if (!fi->IsD())
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{
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{
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for(int i=0;i<3;i++)
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for (int i=0; i<fi->VN(); i++)
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if((*fi).V(i)->IsS() && !(*fi).V(i)->IsV())
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if ((*fi).V(i)->IsS() && !(*fi).V(i)->IsV())
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{
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{
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(*fi).V(i)->SetV();
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(*fi).V(i)->SetV();
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face::Pos<FaceType> startPos(&*fi,i);
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face::Pos<FaceType> startPos(&*fi,i);
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face::Pos<FaceType> curPos = startPos;
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face::Pos<FaceType> curPos = startPos;
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std::set<FaceInt> faceSet;
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std::set<FaceInt> faceSet;
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do
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do
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{
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{
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faceSet.insert(std::make_pair(curPos.F(),curPos.VInd()));
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faceSet.insert(std::make_pair(curPos.F(),curPos.VInd()));
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curPos.NextE();
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curPos.NextE();
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} while (curPos != startPos);
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} while (curPos != startPos);
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ToSplitVec.push_back(make_pair((*fi).V(i),std::vector<FaceInt>()));
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ToSplitVec.push_back(make_pair((*fi).V(i),std::vector<FaceInt>()));
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typename std::set<FaceInt>::const_iterator iii;
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typename std::set<FaceInt>::const_iterator iii;
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for(iii=faceSet.begin();iii!=faceSet.end();++iii)
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for(iii=faceSet.begin();iii!=faceSet.end();++iii)
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ToSplitVec.back().second.push_back(*iii);
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ToSplitVec.back().second.push_back(*iii);
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}
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}
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}
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}
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ss.pop();
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ss.pop();
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// Second step actually add new vertices and split them.
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// Second step actually add new vertices and split them.
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typename tri::Allocator<MeshType>::template PointerUpdater<VertexPointer> pu;
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typename tri::Allocator<MeshType>::template PointerUpdater<VertexPointer> pu;
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VertexIterator firstVp = tri::Allocator<MeshType>::AddVertices(m,ToSplitVec.size(),pu);
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VertexIterator firstVp = tri::Allocator<MeshType>::AddVertices(m,ToSplitVec.size(),pu);
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@ -922,9 +922,10 @@ public:
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FaceIterator fi;
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FaceIterator fi;
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for (fi = m.face.begin(); fi != m.face.end(); ++fi) if (!fi->IsD())
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for (fi = m.face.begin(); fi != m.face.end(); ++fi) if (!fi->IsD())
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{
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{
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TD[(*fi).V(0)]++;
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for (int k=0; k<fi->VN(); k++)
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TD[(*fi).V(1)]++;
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{
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TD[(*fi).V(2)]++;
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TD[(*fi).V(k)]++;
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}
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}
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}
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tri::UpdateFlags<MeshType>::VertexClearV(m);
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tri::UpdateFlags<MeshType>::VertexClearV(m);
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@ -932,30 +933,33 @@ public:
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// mark out of the game the vertexes that are incident on non manifold edges.
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// mark out of the game the vertexes that are incident on non manifold edges.
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for (fi = m.face.begin(); fi != m.face.end(); ++fi) if (!fi->IsD())
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for (fi = m.face.begin(); fi != m.face.end(); ++fi) if (!fi->IsD())
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{
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{
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for(int i=0;i<3;++i)
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for(int i=0; i<fi->VN(); ++i)
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if (!IsManifold(*fi,i)) {
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if (!IsManifold(*fi,i))
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(*fi).V0(i)->SetV();
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{
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(*fi).V1(i)->SetV();
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(*fi).V0(i)->SetV();
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}
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(*fi).V1(i)->SetV();
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}
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}
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}
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// Third Loop, for safe vertexes, check that the number of faces that you can reach starting
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// Third Loop, for safe vertexes, check that the number of faces that you can reach starting
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// from it and using FF is the same of the previously counted.
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// from it and using FF is the same of the previously counted.
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for (fi = m.face.begin(); fi != m.face.end(); ++fi) if (!fi->IsD())
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for (fi = m.face.begin(); fi != m.face.end(); ++fi) if (!fi->IsD())
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{
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{
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for(int i=0;i<3;i++) if(!(*fi).V(i)->IsV()){
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for(int i=0; i<fi->VN(); i++) if (!(*fi).V(i)->IsV())
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(*fi).V(i)->SetV();
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{
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face::Pos<FaceType> pos(&(*fi),i);
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(*fi).V(i)->SetV();
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face::Pos<FaceType> pos(&(*fi),i);
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int starSizeFF = pos.NumberOfIncidentFaces();
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int starSizeFF = pos.NumberOfIncidentFaces();
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if (starSizeFF != TD[(*fi).V(i)])
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if (starSizeFF != TD[(*fi).V(i)])
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{
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{
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if(selectVert) (*fi).V(i)->SetS();
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if (selectVert)
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nonManifoldCnt++;
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(*fi).V(i)->SetS();
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}
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nonManifoldCnt++;
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}
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}
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}
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}
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return nonManifoldCnt;
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}
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return nonManifoldCnt;
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}
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}
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/// Very simple test of water tightness. No boundary and no non manifold edges.
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/// Very simple test of water tightness. No boundary and no non manifold edges.
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/// Assume that it is orientable.
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/// Assume that it is orientable.
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