rewrote checkflip edge.
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8370978230
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@ -363,35 +363,42 @@ void SwapEdge(FaceType &f, const int z)
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template <class FaceType>
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static bool CheckFlipEdge(FaceType &f, int z)
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{
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if (z<0 || z>2)
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return false;
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typedef typename FaceType::VertexType VertexType;
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typedef typename vcg::face::Pos< FaceType > PosType;
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if (z<0 || z>2) return false;
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// boundary edges cannot be flipped
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if (face::IsBorder(f, z))
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return false;
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if (face::IsBorder(f, z)) return false;
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FaceType *g = f.FFp(z);
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int w = f.FFi(z);
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// check if the vertices of the edge are the same
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// e.g. the mesh has to be well oriented
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if (g->V(w)!=f.V1(z) || g->V1(w)!=f.V(z) )
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return false;
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// check if the flipped edge is already present in the mesh
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typedef typename FaceType::VertexType VertexType;
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VertexType *f_v2 = f.V2(z);
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// f_v2 and g_v2 are the vertices of the new edge
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VertexType *f_v2 = f.V2(z);
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VertexType *g_v2 = g->V2(w);
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if (f_v2 == g_v2)
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return false;
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vcg::face::Pos< FaceType > pos(&f, (z+2)%3, f.V2(z));
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// just a sanity check. If this happens the mesh is not manifold.
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if (f_v2 == g_v2) return false;
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// Now walk around f_v2, one of the two vertexes of the new edge
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// and check that it does not already exists.
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PosType pos(&f, (z+2)%3, f_v2);
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PosType startPos=pos;
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do
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{
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pos.NextE();
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if (g_v2==pos.f->V1(pos.z))
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if (g_v2 == pos.VFlip())
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return false;
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}
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while (&f!=pos.f);
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while (pos != startPos);
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return true;
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}
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