/**************************************************************************** * 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. * * * ****************************************************************************/ #ifndef __VCGLIB_APPEND #define __VCGLIB_APPEND #include #include namespace vcg { namespace tri { template class Append { public: typedef typename MeshLeft::ScalarType ScalarLeft; typedef typename MeshLeft::CoordType CoordLeft; typedef typename MeshLeft::VertexType VertexLeft; typedef typename MeshLeft::EdgeType EdgeLeft; typedef typename MeshLeft::FaceType FaceLeft; typedef typename MeshLeft::HEdgeType HEdgeLeft; typedef typename MeshLeft::VertexPointer VertexPointerLeft; typedef typename MeshLeft::VertexIterator VertexIteratorLeft; typedef typename MeshLeft::EdgeIterator EdgeIteratorLeft; typedef typename MeshLeft::HEdgeIterator HEdgeIteratorLeft; typedef typename MeshLeft::FaceIterator FaceIteratorLeft; typedef typename MeshRight::ScalarType ScalarRight; typedef typename MeshRight::CoordType CoordRight; typedef typename MeshRight::VertexType VertexRight; typedef typename MeshRight::EdgeType EdgeRight; typedef typename MeshRight::HEdgeType HEdgeRight; typedef typename MeshRight::FaceType FaceRight; typedef typename MeshRight::VertexPointer VertexPointerRight; typedef typename MeshRight::VertexIterator VertexIteratorRight; typedef typename MeshRight::EdgeIterator EdgeIteratorRight; typedef typename MeshRight::HEdgeIterator HEdgeIteratorRight; typedef typename MeshRight::FaceIterator FaceIteratorRight; typedef typename MeshRight::FacePointer FacePointerRight; struct Remap{ std::vector vert,face,edge, hedge; }; static void ImportVertexAdj(MeshLeft &ml, MeshRight &mr, VertexLeft &vl, VertexRight &vr, Remap &remap){ // Vertex to Edge Adj if(vcg::tri::HasVEAdjacency(ml) && vcg::tri::HasVEAdjacency(mr)){ size_t i = Index(mr,vr.cVEp()); vl.VEp() = ((i<0) || (i>ml.edge.size()))? 0 : &ml.edge[remap.edge[i]]; vl.VEi() = vr.VEi(); } // Vertex to Face Adj if(vcg::tri::HasVFAdjacency(ml) && vcg::tri::HasVFAdjacency(mr)){ size_t i = Index(mr,vr.cVFp()); vl.VFp() = ((i<0) || (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)){ vl.VHp() = &ml.hedge[remap.hedge[Index(mr,vr.cVHp())]]; vl.VHi() = vr.VHi(); } } static void ImportEdgeAdj(MeshLeft &ml, MeshRight &mr, EdgeLeft &el, const EdgeRight &er, Remap &remap){ // Edge to Vertex Adj if(vcg::tri::HasEVAdjacency(ml) && vcg::tri::HasEVAdjacency(mr)){ el.EVp(0) = &ml.vert[remap.vert[Index(mr,er.cEVp(0))]]; el.EVp(1) = &ml.vert[remap.vert[Index(mr,er.cEVp(1))]]; } // Edge to Edge Adj if(vcg::tri::HasEEAdjacency(ml) && vcg::tri::HasEEAdjacency(mr)) for(unsigned int i = 0; i < 2; ++i) { size_t i = Index(mr,er.cEEp(i)); el.EEp(i) = ((i<0) || (i>ml.edge.size()))? 0 : &ml.edge[remap.edge[i]]; el.EEi(i) = er.cEEi(i); } // Edge to Face Adj if(vcg::tri::HasEFAdjacency(ml) && vcg::tri::HasEFAdjacency(mr)){ size_t i = Index(mr,er.cEFp()); el.EFp() = ((i<0) || (i>ml.face.size()))? 0 :&ml.face[remap.face[i]]; el.EFi() = er.cEFi(); } // Edge to HEdge Adj if(vcg::tri::HasEHAdjacency(ml) && vcg::tri::HasEHAdjacency(mr)) el.EHp() = &ml.hedge[remap.hedge[Index(mr,er.cEHp())]]; } static void ImportFaceAdj(MeshLeft &ml, MeshRight &mr, FaceLeft &fl, const FaceRight &fr, Remap &remap){ // Face to Vertex Adj if(vcg::tri::HasFVAdjacency(ml) && vcg::tri::HasFVAdjacency(mr)){ assert(fl.VN() == fr.VN()); for(unsigned int i = 0; i < fl.VN(); ++i ) fl.V(i) = &ml.vert[remap.vert[Index(mr,fr.V(i))]]; } // Face to Edge Adj if(vcg::tri::HasFEAdjacency(ml) && vcg::tri::HasFEAdjacency(mr)){ assert(fl.VN() == fr.VN()); for(unsigned int i = 0; i < fl.VN(); ++i ){ size_t i = Index(mr,fr.cFEp(i)); fl.FEp(i) = ((i<0) || (i>ml.edge.size()))? 0 : &ml.edge[remap.edge[i]]; } } // Face to Face Adj if(vcg::tri::HasFFAdjacency(ml) && vcg::tri::HasFFAdjacency(mr)){ assert(fl.VN() == fr.VN()); for(unsigned int i = 0; i < fl.VN(); ++i ){ size_t i = Index(mr,fr.cFFp(i)); fl.FFp(i) = ((i<0) || (i>ml.face.size()))? 0 :&ml.face[remap.face[i]]; fl.FFi(i) = fr.cFFi(i); } } // Face to HEedge Adj if(vcg::tri::HasFHAdjacency(ml) && vcg::tri::HasFHAdjacency(mr)) fl.FHp() = &ml.hedge[remap.hedge[Index(mr,fr.cFHp())]]; } static void ImportHEdgeAdj(MeshLeft &ml, MeshRight &mr, HEdgeLeft &hl, const HEdgeRight &hr, Remap &remap){ // HEdge to Vertex Adj if(vcg::tri::HasHVAdjacency(ml) && vcg::tri::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)){ size_t i = Index(mr,hr.cHEp()) ; hl.HEp() = ((i<0) || (i>ml.edge.size()))? 0 : &ml.edge[remap.edge[i]]; } // HEdge to Face Adj if(vcg::tri::HasHFAdjacency(ml) && vcg::tri::HasHFAdjacency(mr)){ size_t i = Index(mr,hr.cHFp()); hl.HFp() = ((i<0) || (i>ml.face.size()))? 0 :&ml.face[remap.face[i]]; } // HEdge to Opposite HEdge Adj if(vcg::tri::HasHOppAdjacency(ml) && vcg::tri::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)) hl.HNp() = &ml.hedge[remap.hedge[Index(mr,hr.cHNp())]]; // HEdge to Next HEdge Adj if(vcg::tri::HasHPrevAdjacency(ml) && vcg::tri::HasHPrevAdjacency(mr)) hl.HPp() = &ml.hedge[remap.hedge[Index(mr,hr.cHPp())]]; } //static void ImportFace(MeshLeft &ml, MeshRight &mr, FaceLeft &fl, const FaceRight &fr, std::vector &remap) //{ // fl.template ImportData(fr); // fl.V(0)=&ml.vert[remap[ Index(mr,fr.V(0))]]; // fl.V(1)=&ml.vert[remap[ Index(mr,fr.V(1))]]; // fl.V(2)=&ml.vert[remap[ Index(mr,fr.V(2))]]; // // if(HasPerWedgeTexCoord(mr) && HasPerWedgeTexCoord(ml)) // for(int i=0;i<3;++i){ // fl.WT(i).P()=fr.cWT(i).P(); // fl.WT(i).N()=fr.cWT(i).N()+ml.textures.size(); // } //} // Append Right Mesh to the Left Mesh // Append::Mesh(ml, mr) is equivalent to ml += mr. // Note MeshRigth could be costant... static void Mesh(MeshLeft& ml, MeshRight& mr, const bool selected = false){ // phase 1. allocate on ml vert,edge,face, hedge to accomodat those of mr // and build the remapping for all Remap remap; // vertex remap.vert.resize(mr.vert.size(),-1); VertexIteratorRight vi; for(vi=mr.vert.begin();vi!=mr.vert.end();++vi) if(!selected || (*vi).IsS()) { int ind=Index(mr,*vi); if(remap.vert[ind]==-1){ VertexIteratorLeft vp; vp=Allocator::AddVertices(ml,1); (*vp).ImportData(*(vi)); remap.vert[ind]=Index(ml,*vp); } } // edge remap.edge.resize(mr.edge.size(),-1); EdgeIteratorRight ei; for(ei=mr.edge.begin(); ei!=mr.edge.end();++ei) if(!selected || (*ei).IsS()) { int ind=Index(mr,*ei); if(remap.edge[ind]==-1){ EdgeIteratorLeft ep; ep=Allocator::AddEdges(ml,1); (*ep).ImportData(*(ei)); remap.edge[ind]=Index(ml,*ep); } } // face remap.face.resize(mr.face.size(),-1); FaceIteratorRight fi; for(fi=mr.face.begin();fi!=mr.face.end();++fi) if(!selected || (*fi).IsS()) { int ind=Index(mr,*fi); if(remap.face[ind]==-1){ FaceIteratorLeft fp; fp=Allocator::AddFaces(ml,1); (*fp).ImportData(*(fi)); remap.face[ind]=Index(ml,*fp); } } // hedge remap.hedge.resize(mr.hedge.size(),-1); HEdgeIteratorRight hi; for(hi=mr.hedge.begin();hi!=mr.hedge.end();++hi) if(!selected || (*hi).IsS()) { int ind=Index(mr,*hi); if(remap.hedge[ind]==-1){ HEdgeIteratorLeft hp; hp=Allocator::AddHEdges(ml,1); (*hp).ImportData(*(hi)); remap.hedge[ind]=Index(ml,*hp); } } // phase 2. // copy data from ml to its corresponding elements in ml and adjacencies // vertex for(vi=mr.vert.begin();vi!=mr.vert.end();++vi) if(!selected || (*vi).IsS()){ ml.vert[remap.vert[Index(mr,*vi)]].ImportData(*vi); ImportVertexAdj(ml,mr,ml.vert[remap.vert[Index(mr,*vi)]],*vi,remap); } // edge for(ei=mr.edge.begin();ei!=mr.edge.end();++ei) if(!selected || (*ei).IsS()){ ml.edge[remap.edge[Index(mr,*ei)]].ImportData(*ei); ImportEdgeAdj(ml,mr,ml.edge[remap.edge[Index(mr,*ei)]],*ei,remap); } // face for(fi=mr.face.begin();fi!=mr.face.end();++fi) if(!selected || (*fi).IsS()){ ml.face[remap.face[Index(mr,*fi)]].ImportData(*fi); ImportFaceAdj(ml,mr,ml.face[remap.face[Index(mr,*fi)]],*fi,remap); } // hedge for(hi=mr.hedge.begin();hi!=mr.hedge.end();++hi) if(!selected || (*hi).IsS()){ ml.hedge[remap.hedge[Index(mr,*hi)]].ImportData(*hi); ImportHEdgeAdj(ml,mr,ml.hedge[remap.hedge[Index(mr,*hi)]],*hi,remap); } // phase 3. // take care of other per mesh data: textures, attributes // At the end concatenate the vector with texture names. ml.textures.insert(ml.textures.end(),mr.textures.begin(),mr.textures.end()); // Attributes. Copy only those attributes that are present in both meshes // Two attributes in different meshes are considered the same if they have the same // name and the same type. This may be deceiving because they could in fact have // different semantic, but this is up to the developer. // If the left mesh has attributes that are not in the right mesh, their values for the elements // of the right mesh will be uninitialized // to be done. // note: we need to assign attribute values without knowing their type } static void Selected(MeshLeft& ml, MeshRight& mr) { Mesh(ml,mr,true); } }; // end of class Append } // End Namespace TriMesh } // End Namespace vcg #endif