91 lines
2.4 KiB
C++
91 lines
2.4 KiB
C++
#include <vector>
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#include<vcg/simplex/vertexplus/base.h>
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#include<vcg/simplex/faceplus/base.h>
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#include<vcg/simplex/face/topology.h>
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#include<vcg/complex/trimesh/base.h>
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#include<vcg/complex/trimesh/create/platonic.h>
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// topology computation
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#include<vcg/complex/trimesh/update/topology.h>
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// half edge iterators
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#include<vcg/simplex/face/pos.h>
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using namespace vcg;
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class MyEdge; // dummy prototype never used
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class MyFace;
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class MyVertex;
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class MyVertex : public VertexSimp2< MyVertex, MyEdge, MyFace, vertex::Coord3f, vertex::BitFlags >{};
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class MyFace : public FaceSimp2 < MyVertex, MyEdge, MyFace, face::VertexRef,face::FFAdj, face::Mark, face::BitFlags > {};
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//class MyVertex:public Vertex<float,MyEdge,MyFace>{};
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//class MyFace : public FaceAFFM<MyVertex,MyEdge,MyFace>{};
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class MyMesh : public tri::TriMesh< std::vector<MyVertex>, std::vector<MyFace > >{};
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int main(int ,char ** ){
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MyMesh m;
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//generate a mesh
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vcg::tri::Icosahedron(m);
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//update the face-face topology
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vcg::tri::UpdateTopology<MyMesh>::FaceFace(m);
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// Now for each face the F() members are meaningful
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if(face::IsBorder(m.face[0],0)) printf("Edge 0 of face 0 is a border\n");
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else printf("Edge 0 of face 0 is NOT a border\n"); // always this path!
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vcg::face::FFDetach<MyFace>(m.face[0],0); // Detach the face [0] from the mesh
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vcg::face::FFDetach<MyFace>(m.face[0],1);
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vcg::face::FFDetach<MyFace>(m.face[0],2);
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if(face::IsBorder(m.face[0],0)) printf("Edge 0 of face 0 is a border\n"); // always this path!
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else printf("Edge 0 of face 0 is NOT a border\n");
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m.face[0].SetD(); // deleting face [0] (i.e. marked as deleted)
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// declare an iterator on the mesh
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vcg::face::Pos<MyMesh::FaceType> he, hei;
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// Now a simple search and trace of all the border of the mesh
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MyMesh::FaceIterator fi;
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m.UnMarkAll();
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int BorderEdgeNum=0;
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int HoleNum=0;
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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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for(int j=0;j<3;j++)
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{
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if ( face::IsBorder(*fi,j) && !m.IsMarked(&*fi))
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{
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m.Mark(&*fi);
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hei.Set(&*fi,j,fi->V(j));
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he=hei;
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do
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{
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BorderEdgeNum++;
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he.NextB(); // next edge along a border
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m.Mark(he.f);
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}
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while (he.f!=hei.f);
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HoleNum++;
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}
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}
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}
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printf("Mesh has %i holes and %i border edges\n",HoleNum,BorderEdgeNum);
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return 0;
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}
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