195 lines
6.3 KiB
C++
195 lines
6.3 KiB
C++
/****************************************************************************
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* VCGLib o o *
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* Visual and Computer Graphics Library o o *
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* _ O _ *
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* Copyright(C) 2004 \/)\/ *
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* Visual Computing Lab /\/| *
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* ISTI - Italian National Research Council | *
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* \ *
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* All rights reserved. *
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* *
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* This program is free software; you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation; either version 2 of the License, or *
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* (at your option) any later version. *
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* *
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* This program is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU General Public License (http://www.gnu.org/licenses/gpl.txt) *
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* for more details. *
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* *
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****************************************************************************/
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/****************************************************************************
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History
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$Log: not supported by cvs2svn $
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Revision 1.1 2004/02/24 21:36:42 cignoni
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grouped documentation, changed typenames and reflection mechanism
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Revision 1.1 2004/02/19 13:11:06 cignoni
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Initial commit
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****************************************************************************/
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namespace vcg {
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namespace tri {
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template <class AllocateMeshType>
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class Allocator
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{
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public:
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typedef AllocateMeshType MeshType;
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typedef typename MeshType::VertexType VertexType;
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typedef typename MeshType::VertexPointer VertexPointer;
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typedef typename MeshType::VertexIterator VertexIterator;
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typedef typename MeshType::FaceType FaceType;
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typedef typename MeshType::FacePointer FacePointer;
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typedef typename MeshType::FaceIterator FaceIterator;
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/* This class is used when allocating new vertex and faces to update
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the pointer that can be changed when resizing the vector of vertex or faces.
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It can also be used to prevent any update of the various mesh fields
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(e.g. in case you are building all the connections by hand as in a importer);
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*/
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template<class SimplexPointerType>
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class PointerUpdater
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{
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public:
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void Clear(){newBase=oldBase=newEnd=oldEnd=0;preventUpdateFlag=false;};
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void Update(SimplexPointerType &vp)
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{
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vp=newBase+(vp-oldBase);
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}
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bool NeedUpdate() {if(newBase!=oldBase && !preventUpdateFlag) return true; else return false;}
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SimplexPointerType oldBase;
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SimplexPointerType newBase;
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SimplexPointerType newEnd;
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SimplexPointerType oldEnd;
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bool preventUpdateFlag; // when true no update is considered necessary.
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};
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/** Function to add n vertices to the mesh. The second parameter hold a vector of
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pointers to pointer to elements of the mesh that should be updated after a
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possible vector realloc.
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@param n Il numero di vertici che si vuole aggiungere alla mesh.
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@param local_var Vettore di variabili locali che rappresentano puntatori a vertici.
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restituisce l'iteratore al primo elemento aggiunto.
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*/
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static VertexIterator AddVertices(MeshType &m,int n, PointerUpdater<VertexPointer> &pu)
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{
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VertexIterator last=m.vert.end();
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pu.Clear();
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if(m.vert.empty()) pu.oldBase=0; // if the vector is empty we cannot find the last valid element
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else pu.oldBase=&*m.vert.begin();
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for(int i=0; i<n; ++i)
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{
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m.vert.push_back(MeshType::VertexType());
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m.vert.back().ClearFlags();
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}
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m.vn+=n;
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pu.newBase = &*m.vert.begin();
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if(pu.NeedUpdate())
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{
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FaceIterator fi;
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for (fi=m.face.begin(); fi!=m.face.end(); ++fi)
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if(!(*fi).IsD())
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{
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pu.Update((*fi).V(0));
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pu.Update((*fi).V(1));
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pu.Update((*fi).V(2));
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}
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// e poiche' lo spazio e' cambiato si ricalcola anche last da zero
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if(last!=0)
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{
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last = m.vert.begin();
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advance(last,n);
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}
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else last=m.vert.begin();
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}
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return last;// deve restituire l'iteratore alla prima faccia aggiunta;
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}
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static VertexIterator AddVertices(MeshType &m, int n)
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{
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PointerUpdater<VertexPointer> pu;
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return AddVertices(m, n,pu);
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}
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/** Function to add n faces to the mesh.
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@param n Il numero di facce che si vuole aggiungere alla mesh
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*/
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static FaceIterator AddFaces(MeshType &m, int n)
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{
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PointerUpdater<FacePointer> pu;
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return AddFaces(m,n,pu);
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}
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/** Function to add n faces to the mesh.
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NOTA: Aggiorna fn;
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*/
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static FaceIterator AddFaces(MeshType &m, int n, PointerUpdater<FacePointer> &pu)
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{
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FaceIterator last=m.face.end();
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pu.Clear();
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if(m.face.empty()) pu.oldBase=0; // if the vector is empty we cannot find the last valid element
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else pu.oldBase=&*m.face.begin();
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unsigned int siz=0; for(int i=0; i<n; ++i)
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{
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m.face.push_back(MeshType::FaceType());
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m.face.back().ClearFlags();
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}
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m.fn+=n;
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pu.newBase = &*m.face.begin();
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if(pu.NeedUpdate())
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{
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FaceIterator fi;
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for (fi=m.face.begin(); fi!=m.face.end(); ++fi)
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if(!(*fi).IsD())
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{
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if(FaceType::HasFFAdjacency())
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{
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pu.Update((*fi).F(0));
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pu.Update((*fi).F(1));
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pu.Update((*fi).F(2));
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}
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}
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VertexIterator vi;
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for (vi=m.vert.begin(); vi!=m.vert.end(); ++vi)
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if(!(*vi).IsD())
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{
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if(VertexType::HasVFAdjacency())
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{
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pu.Update((*fi).F(0));
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pu.Update((*fi).F(1));
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pu.Update((*fi).F(2));
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}
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}
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// e poiche' lo spazio e' cambiato si ricalcola anche last da zero
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if(last!=0)
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{
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last = m.face.begin();
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advance(last,n);
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}
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else last=m.face.begin();
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}
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return last;
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}
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}; // end class
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} // End Namespace TriMesh
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} // End Namespace vcg
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