/**************************************************************************** * VCGLib o o * * Visual and Computer Graphics Library o o * * _ O _ * * Copyright(C) 2004-2016 \/)\/ * * Visual Computing Lab /\/| * * ISTI - Italian National Research Council | * * \ * * All rights reserved. * * * * This program is free software; you can redistribute it and/or modify * * it under the terms of the GNU General Public License as published by * * the Free Software Foundation; either version 2 of the License, or * * (at your option) any later version. * * * * This program is distributed in the hope that it will be useful, * * but WITHOUT ANY WARRANTY; without even the implied warranty of * * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * * GNU General Public License (http://www.gnu.org/licenses/gpl.txt) * * for more details. * * * ****************************************************************************/ #include #include using namespace vcg; class MyEdge; class MyFace; class MyVertex; struct MyUsedTypes : public UsedTypes< Use::AsVertexType, Use::AsFaceType>{}; class MyVertex : public Vertex< MyUsedTypes, vertex::Coord3f, vertex::BitFlags >{}; class MyFace : public Face < MyUsedTypes, face::VertexRef,face::FFAdj, face::Mark, face::BitFlags > {}; class MyMesh : public tri::TriMesh< std::vector, std::vector >{}; int main(int ,char ** ) { MyMesh m; //generate a mesh vcg::tri::Icosahedron(m); //update the face-face topology vcg::tri::UpdateTopology::FaceFace(m); // Now for each face the FFp() FFi() members are correctly initialized if(face::IsBorder(m.face[0],0)) printf("Edge 0 of face 0 is a border\n"); else printf("Edge 0 of face 0 is NOT a border\n"); // always this path! vcg::face::FFDetach(m.face[0],0); // Detach the face [0] from the mesh vcg::face::FFDetach(m.face[0],1); vcg::face::FFDetach(m.face[0],2); if(face::IsBorder(m.face[0],0)) printf("Edge 0 of face 0 is a border\n"); // always this path! else printf("Edge 0 of face 0 is NOT a border\n"); tri::Allocator::DeleteFace(m,m.face[0]); // declare an iterator on the mesh vcg::face::Pos he, hei; UnMarkAll(m); // Now a simple search and trace of all the borders of the mesh int BorderEdgeNum=0; int HoleNum=0; for(MyMesh::FaceIterator fi=m.face.begin();fi!=m.face.end();++fi) if(!(*fi).IsD()) { for(int j=0;j<3;j++) { if ( face::IsBorder(*fi,j) && !tri::IsMarked(m,&*fi)) { tri::Mark(m,&*fi); hei.Set(&*fi,j,fi->V(j)); he=hei; do { BorderEdgeNum++; he.NextB(); // next pos along a border tri::Mark(m,he.f); } while (he.f!=hei.f); HoleNum++; } } } printf("Mesh has %i holes and %i border edges\n",HoleNum,BorderEdgeNum); return 0; }