vcglib/apps/sample/trimesh_topology/trimesh_topology.cpp

100 lines
3.8 KiB
C++

/****************************************************************************
* VCGLib o o *
* Visual and Computer Graphics Library o o *
* _ O _ *
* Copyright(C) 2004-2012 \/)\/ *
* 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<vcg/complex/complex.h>
#include<vcg/complex/algorithms/create/platonic.h>
#include<vcg/complex/algorithms/update/topology.h>
#include<vcg/simplex/face/pos.h>
using namespace vcg;
class MyEdge;
class MyFace;
class MyVertex;
struct MyUsedTypes : public UsedTypes< Use<MyVertex>::AsVertexType, Use<MyFace>::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<MyVertex>, std::vector<MyFace > >{};
int main(int ,char ** )
{
MyMesh m;
//generate a mesh
vcg::tri::Icosahedron(m);
//update the face-face topology
vcg::tri::UpdateTopology<MyMesh>::FaceFace(m);
// Now for each face the F() members are meaningful
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<MyFace>(m.face[0],0); // Detach the face [0] from the mesh
vcg::face::FFDetach<MyFace>(m.face[0],1);
vcg::face::FFDetach<MyFace>(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<MyMesh>::DeleteFace(m,m.face[0]);
// declare an iterator on the mesh
vcg::face::Pos<MyMesh::FaceType> 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 edge 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;
}