/**************************************************************************** * VCGLib o o * * Visual and Computer Graphics Library o o * * _ O _ * * Copyright(C) 2004 \/)\/ * * 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. * * * ****************************************************************************/ /**************************************************************************** History $Log: not supported by cvs2svn $ Revision 1.2 2004/05/10 14:42:17 ganovelli nimor changes ****************************************************************************/ #ifndef __VCG_EDGE_UPDATE_TOPOLOGY #define __VCG_EDGE_UPDATE_TOPOLOGY #include namespace vcg { namespace edge { /** \addtogroup edgemesh */ /*@{*/ template class UpdateTopology { public: typedef UpdateMeshType MeshType; typedef typename MeshType::VertexType VertexType; typedef typename MeshType::VertexPointer VertexPointer; typedef typename MeshType::VertexIterator VertexIterator; typedef typename MeshType::EdgeType EdgeType; typedef typename MeshType::EdgePointer EdgePointer; typedef typename MeshType::EdgeIterator EdgeIterator; /// Auxiliairy data structure for computing face face adjacency information. // It identifies and edge storing two vertex pointer and a face pointer where it belong. class PVertex { public: VertexPointer v; // the two Vertex pointer are ordered! EdgePointer e; // the edge where this vertex belong int z; // index in [0..2] of the edge of the face PVertex() {} void Set( EdgePointer pe, const int nz ) { assert(pe!=0); assert(nz>=0); assert(nz<2); v= pe->V(nz); e = pe; z = nz; } inline bool operator < ( const PVertex & pe ) const { return ( v ( const PVertex & pe ) const { return ( v>pe.v ); } inline bool operator >= ( const PVertex & pe ) const { return( v>pe.v ); } inline bool operator == ( const PVertex & pe ) const { return (v==pe.v); } inline bool operator != ( const PVertex & pe ) const { return (v!=pe.v || v!=pe.v); } }; static void EdgeEdge(MeshType &m) { if(!m.HasEETopology()) return; vector v; EdgeIterator pf; vector::iterator p; if( m.en == 0 ) return; v.resize(m.en*2); // Alloco il vettore ausiliario p = v.begin(); for(pf=m.edges.begin();pf!=m.edges.end();++pf) // Lo riempio con i dati delle facce if( ! (*pf).IsD() ) for(int j=0;j<2;++j) { (*p).Set(&(*pf),j); ++p; } assert(p==v.end()); sort(v.begin(), v.end()); // Lo ordino per vertici int ne = 0; // Numero di edge reali vector::iterator pe,ps; for(ps = v.begin(),pe=v.begin();pe<=v.end();++pe) // Scansione vettore ausiliario { if( pe==v.end() || *pe != *ps ) // Trovo blocco di edge uguali { vector::iterator q,q_next; for (q=ps;q=0); assert((*q).z< 2); q_next = q; ++q_next; assert((*q_next).z>=0); assert((*q_next).z< 2); (*q).e->EEp(q->z) = (*q_next).e; // Collegamento in lista delle facce (*q).e->EEi(q->z) = (*q_next).z; } assert((*q).z>=0); assert((*q).z< 3); (*q).e->EEp((*q).z) = ps->e; (*q).e->EEi((*q).z) = ps->z; ps = pe; ++ne; // Aggiorno il numero di edge } } } static void VertexEdge(MeshType &m) { if(!m.HasVETopology()) return; VertexIterator vi; EdgeIterator ei; for(vi=m.vert.begin();vi!=m.vert.end();++vi) { (*vi).Ep() = 0; (*vi).Ei() = 0; } for(ei=m.edges.begin();ei!=m.edges.end();++ei) if( ! (*ei).IsD() ) { for(int j=0;j<2;++j) { (*ei).Ev(j) = (*ei).V(j)->Ep(); (*ei).Zv(j) = (*ei).V(j)->Ei(); (*ei).V(j)->Ep() = &(*fi); (*ei).V(j)->Ei() = j; } } } }; // end class /*@}*/ } // End namespace } // End namespace #endif