294 lines
8.5 KiB
C++
294 lines
8.5 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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****************************************************************************/
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/** \file pos.h
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* Definition of vcg:face::Pos class.
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* This file contain the definition of vcg::face::Pos class and the derived vcg::face::PosN class.
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*/
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#ifndef __VCG_FACE_POS
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#define __VCG_FACE_POS
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namespace vcg {
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namespace face {
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/** Templated over the class face, it stores a \em position over a face in a mesh.
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It contain a pointer to the current face,
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the index of one edge and a edge's incident vertex.
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*/
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template <typename FaceType>
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class Pos
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{
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public:
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/// The vertex type
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typedef typename FaceType::VertexType VertexType;
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typedef typename FaceType::BaseFaceType BaseFaceType;
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///The HEdgePos type
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typedef Pos<FaceType> BasePosType;
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/// The vector type
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typedef typename VertexType::CoordType CoordType;
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/// The scalar type
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typedef typename VertexType::ScalarType ScalarType;
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/// Pointer to the face of the half-edge
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typename FaceType::BaseFaceType *f;
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/// Index of the edge
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int z;
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/// Pointer to the vertex
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VertexType *v;
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/// Default constructor
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Pos(){}
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/// Constructor which associates the half-edge elementet with a face, its edge and its vertex
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Pos(BaseFaceType * const fp, int const zp,
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VertexType * const vp){f=fp;z=zp;v=vp;}
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/// Operator to compare two half-edge
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inline bool operator == ( BasePosType const & p ) const {
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return (f==p.f && z==p.z && v==p.v);
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}
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/// Operator to compare two half-edge
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inline bool operator != ( BasePosType const & p ) const {
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return (f!=p.f || z!=p.z || v!=p.v);
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}
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/// Operator to order half-edge; it's compare at the first the face pointers, then the index of the edge and finally the vertex pointers
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inline bool operator <= ( BasePosType const & p) const {
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return (f!=p.f)?(f<f.p):
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(z!=p.z)?(z<p.z):
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(v<=p.v);
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}
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/// Assignment operator
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inline BasePosType & operator = ( const BasePosType & h ){
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f=h.f;
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z=h.z;
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v=h.v;
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return *this;
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}
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/// Set to null the half-edge
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void SetNull(){
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f=0;
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v=0;
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z=-1;
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}
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/// Check if the half-edge is null
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bool IsNull() const {
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return f==0 || v==0 || z<0;
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}
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//Cambia Faccia lungo z
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// e' uguale a FlipF solo che funziona anche per non manifold.
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/// Change face via z
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void NextF()
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{
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FaceType::BaseFaceType * t = f;
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f = t->F(z);
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z = t->Z(z);
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}
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// Paolo Cignoni 19/6/99
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// Si muove sulla faccia adiacente a f, lungo uno spigolo che
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// NON e' j, e che e' adiacente a v
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// in questo modo si scandiscono tutte le facce incidenti in un
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// vertice f facendo Next() finche' non si ritorna all'inizio
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// Nota che sul bordo rimbalza, cioe' se lo spigolo !=j e' di bordo
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// restituisce sempre la faccia f ma con nj che e' il nuovo spigolo di bordo
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// vecchi parametri: FaceType * & f, VertexType * v, int & j
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/// It moves on the adjacent face incident to v, via a different edge that j
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void NextE()
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{
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assert( f->V(z)==v || f->V((z+1)%3)==v ); // L'edge j deve contenere v
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FlipE();
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FlipF();
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assert( f->V(z)==v || f->V((z+1)%3)==v );
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}
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// Cambia edge mantenendo la stessa faccia e lo stesso vertice
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/// Changes edge maintaining the same face and the same vertex
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void FlipE()
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{
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assert(f->V((z+2)%3)!=v && (f->V((z+1)%3)==v || f->V((z+0)%3)==v));
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if(f->V((z+1)%3)==v) z=(z+1)%3;
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else z=(z-1+3)%3;
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assert(f->V((z+2)%3)!=v && (f->V((z+1)%3)==v || f->V((z+0)%3)==v));
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}
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// Cambia Faccia mantenendo lo stesso vertice e lo stesso edge
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// Vale che he.flipf.flipf= he
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// Se l'he e' di bordo he.flipf()==he
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// Si puo' usare SOLO se l'edge e' 2manifold altrimenti
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// si deve usare nextf
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/// Changes face maintaining the same vertex and the same edge
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void FlipF()
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{
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assert( f->IsManifold(z) );
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assert(f->V((z+2)%3)!=v && (f->V((z+1)%3)==v || f->V((z+0)%3)==v));
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FaceType::BaseFaceType *nf=f->F(z);
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int nz=f->Z(z);
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assert(nf->V((nz+2)%3)!=v && (nf->V((nz+1)%3)==v || nf->V((nz+0)%3)==v));
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f=nf;
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z=nz;
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assert(f->V((z+2)%3)!=v && (f->V((z+1)%3)==v || f->V((z+0)%3)==v));
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}
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/// Changes vertex maintaining the same face and the same edge
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void FlipV()
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{
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assert(f->V((z+2)%3)!=v && (f->V((z+1)%3)==v || f->V((z+0)%3)==v));
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if(f->V((z+1)%3)==v)
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v=f->V((z+0)%3);
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else
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v=f->V((z+1)%3);
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assert(f->V((z+2)%3)!=v && (f->V((z+1)%3)==v || f->V((z+0)%3)==v));
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}
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// return the vertex that it should have if we make FlipV;
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VertexType *VFlip()
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{
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assert(f->V((z+2)%3)!=v && (f->V((z+1)%3)==v || f->V((z+0)%3)==v));
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if(f->V((z+1)%3)==v) return f->V((z+0)%3);
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else return f->V((z+1)%3);
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}
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// Trova il prossimo half-edge di bordo (nhe)
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// tale che
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// --nhe.f adiacente per vertice a he.f
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// --nhe.v adiacente per edge di bordo a he.v
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// l'idea e' che se he e' un half edge di bordo
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// si puo scorrere tutto un bordo facendo
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//
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// hei=he;
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// do
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// hei.Nextb()
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// while(hei!=he);
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/// Finds the next half-edge border
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void NextB( )
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{
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assert(f->V((z+2)%3)!=v && (f->V((z+1)%3)==v || f->V((z+0)%3)==v));
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assert(f->F(z)==f); // f is border along j
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// Si deve cambiare faccia intorno allo stesso vertice v
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//finche' non si trova una faccia di bordo.
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do
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NextE();
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while(!f->IsBorder(z));
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// L'edge j e' di bordo e deve contenere v
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assert(f->IsBorder(z) &&( f->V(z)==v || f->V((z+1)%3)==v ));
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FlipV();
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assert(f->V((z+2)%3)!=v && (f->V((z+1)%3)==v || f->V((z+0)%3)==v));
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assert(f->F(z)==f); // f is border along j
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}
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/// Checks if the half-edge is of border
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bool IsBorder()
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{
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return f->IsBorder(z);
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}
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/// Return the dimension of the star
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int StarSize()
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{
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int n=0;
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BasePosType ht=*this;
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bool bf=false;
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do
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{
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++n;
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ht.NextE();
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if(ht.IsBorder()) bf=true;
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} while(ht!=*this);
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if(bf) return n/2;
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else return n;
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}
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/** Function to inizialize an half-edge.
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@param fp Puntatore alla faccia
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@param zp Indice dell'edge
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@param vp Puntatore al vertice
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*/
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void Set(BaseFaceType * const fp, int const zp, VertexType * const vp)
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{
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f=fp;z=zp;v=vp;
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assert(f->V((z+2)%3)!=v && (f->V((z+1)%3)==v || f->V((z+0)%3)==v));
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}
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void Assert()
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#ifdef _DEBUG
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{
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BasePosType ht=*this;
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ht.FlipF();
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ht.FlipF();
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assert(ht==*this);
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ht.FlipE();
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ht.FlipE();
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assert(ht==*this);
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ht.FlipV();
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ht.FlipV();
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assert(ht==*this);
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}
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#else
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{}
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#endif
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// Controlla la coerenza di orientamento di un hpos con la relativa faccia
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/// Checks the orientation coherence of a half-edge with the face
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inline bool Coerent() const
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{
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return v == f->V(z); // e^(ip)+1=0 ovvero E=mc^2
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}
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};
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template <class FaceType>
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/** Class PosN.
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This structure is equivalent to a Pos, but it contains a normal.
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@param FaceType (Template-Parameter) Specifies the type of the faces
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*/
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class PosN : public Pos<FaceType>
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{
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public:
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typedef typename FaceType::CoordType CoordType;
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//normale per visualizzazione creaseangle
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CoordType normal;
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};
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} // end namespace
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} // end namespace
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#endif
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