622 lines
16 KiB
C++
622 lines
16 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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#ifndef _VCG_FACE_TOPOLOGY
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#define _VCG_FACE_TOPOLOGY
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#include <vcg/simplex/face/pos.h>
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#include <vector>
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#include <algorithm>
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namespace vcg {
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namespace face {
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/** \addtogroup face */
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/*@{*/
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/** Return a boolean that indicate if the face is complex.
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@param j Index of the edge
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@return true se la faccia e' manifold, false altrimenti
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*/
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template <class FaceType>
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inline bool IsManifold( FaceType const & f, const int j )
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{
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assert(f.cFFp(j) != 0); // never try to use this on uncomputed topology
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if(FaceType::HasFFAdjacency())
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return ( f.cFFp(j) == &f || &f == f.cFFp(j)->cFFp(f.cFFi(j)) );
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else
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return true;
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}
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/** Return a boolean that indicate if the j-th edge of the face is a border.
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@param j Index of the edge
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@return true if j is an edge of border, false otherwise
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*/
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template <class FaceType>
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inline bool IsBorder(FaceType const & f, const int j )
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{
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if(FaceType::HasFFAdjacency())
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return f.cFFp(j)==&f;
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//return f.IsBorder(j);
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assert(0);
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return true;
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}
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/// Count border edges of the face
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template <class FaceType>
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inline int BorderCount(FaceType const & f)
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{
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if(FaceType::HasFFAdjacency())
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{
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int t = 0;
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if( IsBorder(f,0) ) ++t;
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if( IsBorder(f,1) ) ++t;
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if( IsBorder(f,2) ) ++t;
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return t;
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}
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else return 3;
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}
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/// Counts the number of incident faces in a complex edge
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template <class FaceType>
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inline int ComplexSize(FaceType & f, const int e)
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{
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if(FaceType::HasFFAdjacency())
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{
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if(face::IsBorder<FaceType>(f,e)) return 1;
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if(face::IsManifold<FaceType>(f,e)) return 2;
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// Non manifold case
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Pos< FaceType > fpos(&f,e);
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int cnt=0;
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do
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{
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fpos.NextF();
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assert(!fpos.IsBorder());
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assert(!fpos.IsManifold());
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++cnt;
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}
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while(fpos.f!=&f);
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assert (cnt>2);
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return cnt;
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}
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assert(0);
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return 2;
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}
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/** This function check the FF topology correctness for an edge of a face.
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It's possible to use it also in non-two manifold situation.
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The function cannot be applicated if the adjacencies among faces aren't defined.
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@param f the face to be checked
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@param e Index of the edge to be checked
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*/
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template <class FaceType>
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bool FFCorrectness(FaceType & f, const int e)
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{
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if(f.FFp(e)==0) return false; // Not computed or inconsistent topology
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if(f.FFp(e)==&f) // Border
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{
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if(f.FFi(e)==e) return true;
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else return false;
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}
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if(f.FFp(e)->FFp(f.FFi(e))==&f) // plain two manifold
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{
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if(f.FFp(e)->FFi(f.FFi(e))==e) return true;
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else return false;
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}
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// Non Manifold Case
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// all the faces must be connected in a loop.
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Pos< FaceType > curFace(&f,e); // Build the half edge
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int cnt=0;
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do
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{
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if(curFace.IsManifold()) return false;
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if(curFace.IsBorder()) return false;
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curFace.NextF();
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cnt++;
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assert(cnt<100);
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}
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while ( curFace.f != &f);
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return true;
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}
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/** This function detach the face from the adjacent face via the edge e.
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It's possible to use this function it ONLY in non-two manifold situation.
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The function cannot be applicated if the adjacencies among faces aren't defined.
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@param f the face to be detached
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@param e Index of the edge to be detached
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*/
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template <class FaceType>
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void FFDetachManifold(FaceType & f, const int e)
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{
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assert(FFCorrectness<FaceType>(f,e));
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assert(!IsBorder<FaceType>(f,e)); // Never try to detach a border edge!
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FaceType *ffp = f.FFp(e);
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//int ffi=f.FFp(e);
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int ffi=f.FFi(e);
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f.FFp(e)=&f;
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f.FFi(e)=e;
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ffp->FFp(ffi)=ffp;
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ffp->FFi(ffi)=ffi;
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f.SetB(e);
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f.ClearF(e);
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ffp->SetB(ffi);
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ffp->ClearF(ffi);
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assert(FFCorrectness<FaceType>(f,e));
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assert(FFCorrectness<FaceType>(*ffp,ffi));
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}
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/** This function detach the face from the adjacent face via the edge e.
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It's possible to use it also in non-two manifold situation.
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The function cannot be applicated if the adjacencies among faces aren't defined.
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@param f the face to be detached
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@param e Index of the edge to be detached
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*/
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template <class FaceType>
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void FFDetach(FaceType & f, const int e)
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{
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assert(FFCorrectness<FaceType>(f,e));
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assert(!IsBorder<FaceType>(f,e)); // Never try to detach a border edge!
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int complexity;
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assert(complexity=ComplexSize(f,e));
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Pos< FaceType > FirstFace(&f,e); // Build the half edge
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Pos< FaceType > LastFace(&f,e); // Build the half edge
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FirstFace.NextF();
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LastFace.NextF();
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int cnt=0;
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// then in case of non manifold face continue to advance LastFace
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// until I find it become the one that
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// preceed the face I want to erase
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while ( LastFace.f->FFp(LastFace.z) != &f)
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{
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assert(ComplexSize(*LastFace.f,LastFace.z)==complexity);
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assert(!LastFace.IsManifold()); // We enter in this loop only if we are on a non manifold edge
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assert(!LastFace.IsBorder());
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LastFace.NextF();
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cnt++;
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assert(cnt<100);
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}
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assert(LastFace.f->FFp(LastFace.z)==&f);
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assert(f.FFp(e)== FirstFace.f);
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// Now we link the last one to the first one, skipping the face to be detached;
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LastFace.f->FFp(LastFace.z) = FirstFace.f;
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LastFace.f->FFi(LastFace.z) = FirstFace.z;
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assert(ComplexSize(*LastFace.f,LastFace.z)==complexity-1);
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// At the end selfconnect the chosen edge to make a border.
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f.FFp(e) = &f;
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f.FFi(e) = e;
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assert(ComplexSize(f,e)==1);
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assert(FFCorrectness<FaceType>(*LastFace.f,LastFace.z));
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assert(FFCorrectness<FaceType>(f,e));
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}
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/** This function attach the face (via the edge z1) to another face (via the edge z2). It's possible to use it also in non-two manifold situation.
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The function cannot be applicated if the adjacencies among faces aren't define.
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@param z1 Index of the edge
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@param f2 Pointer to the face
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@param z2 The edge of the face f2
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*/
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template <class FaceType>
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void Attach(FaceType * &f, int z1, FaceType *&f2, int z2)
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{
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//typedef FEdgePosB< FACE_TYPE > ETYPE;
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Pos< FaceType > EPB(f2,z2);
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Pos< FaceType > TEPB;
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TEPB = EPB;
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EPB.NextF();
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while( EPB.f != f2) //Alla fine del ciclo TEPB contiene la faccia che precede f2
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{
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TEPB = EPB;
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EPB.NextF();
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}
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//Salvo i dati di f1 prima di sovrascrivere
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FaceType *f1prec = f->FFp(z1);
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int z1prec = f->FFi(z1);
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//Aggiorno f1
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f->FFp(z1) = TEPB.f->FFp(TEPB.z);
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f->FFi(z1) = TEPB.f->FFi(TEPB.z);
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//Aggiorno la faccia che precede f2
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TEPB.f->FFp(TEPB.z) = f1prec;
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TEPB.f->FFi(TEPB.z) = z1prec;
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}
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template <class FaceType>
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void AssertAdj(FaceType & f)
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{
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assert(f.FFp(0)->FFp(f.FFi(0))==&f);
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assert(f.FFp(1)->FFp(f.FFi(1))==&f);
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assert(f.FFp(2)->FFp(f.FFi(2))==&f);
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assert(f.FFp(0)->FFi(f.FFi(0))==0);
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assert(f.FFp(1)->FFi(f.FFi(1))==1);
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assert(f.FFp(2)->FFi(f.FFi(2))==2);
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}
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// Funzione di supporto usata da swap?
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//template <class FaceType>
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//inline void Nexts( *&f, int &z )
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//{
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// int t;
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// t = z;
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// z = (*f).Z(z);
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// f = (*f).F(t);
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//}
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/**
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* Check if the given face is oriented as the one adjacent to the specified edge.
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* @param f Face to check the orientation
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* @param z Index of the edge
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*/
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template <class FaceType>
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bool CheckOrientation(FaceType &f, int z)
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{
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if (IsBorder(f, z))
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return true;
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else
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{
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FaceType *g = f.FFp(z);
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int gi = f.FFi(z);
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if (f.V0(z) == g->V1(gi))
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return true;
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else
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return false;
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}
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}
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/**
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* This function change the orientation of the face by inverting the index of two vertex.
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* @param z Index of the edge
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*/
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template <class FaceType>
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void SwapEdge(FaceType &f, const int z) { SwapEdge<FaceType,true>(f,z); }
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template <class FaceType, bool UpdateTopology>
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void SwapEdge(FaceType &f, const int z)
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{
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// swap V0(z) with V1(z)
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std::swap(f.V0(z), f.V1(z));
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if(f.HasFFAdjacency() && UpdateTopology)
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{
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// store information to preserve topology
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int z1 = (z+1)%3;
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int z2 = (z+2)%3;
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FaceType *g1p = f.FFp(z1);
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FaceType *g2p = f.FFp(z2);
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int g1i = f.FFi(z1);
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int g2i = f.FFi(z2);
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// g0 face topology is not affected by the swap
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if (g1p != &f)
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{
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g1p->FFi(g1i) = z2;
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f.FFi(z2) = g1i;
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}
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else
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{
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f.FFi(z2) = z2;
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}
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if (g2p != &f)
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{
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g2p->FFi(g2i) = z1;
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f.FFi(z1) = g2i;
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}
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else
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{
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f.FFi(z1) = z1;
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}
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// finalize swap
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f.FFp(z1) = g2p;
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f.FFp(z2) = g1p;
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}
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}
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/*!
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* Check if the z-th edge of the face f can be flipped.
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* \param f pointer to the face
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* \param z the edge index
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*/
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template <class FaceType>
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static bool CheckFlipEdge(FaceType &f, int z)
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{
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typedef typename FaceType::VertexType VertexType;
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typedef typename vcg::face::Pos< FaceType > PosType;
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if (z<0 || z>2) return false;
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// boundary edges cannot be flipped
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if (face::IsBorder(f, z)) return false;
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FaceType *g = f.FFp(z);
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int w = f.FFi(z);
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// check if the vertices of the edge are the same
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// e.g. the mesh has to be well oriented
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if (g->V(w)!=f.V1(z) || g->V1(w)!=f.V(z) )
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return false;
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// check if the flipped edge is already present in the mesh
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// f_v2 and g_v2 are the vertices of the new edge
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VertexType *f_v2 = f.V2(z);
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VertexType *g_v2 = g->V2(w);
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// just a sanity check. If this happens the mesh is not manifold.
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if (f_v2 == g_v2) return false;
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// Now walk around f_v2, one of the two vertexes of the new edge
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// and check that it does not already exists.
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PosType pos(&f, (z+2)%3, f_v2);
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PosType startPos=pos;
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do
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{
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pos.NextE();
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if (g_v2 == pos.VFlip())
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return false;
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}
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while (pos != startPos);
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return true;
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}
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/*!
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* Flip the z-th edge of the face f.
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* Check for topological correctness first using <CODE>CheckFlipFace()</CODE>.
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* \param f pointer to the face
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* \param z the edge index
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*
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* Note: For <em>edge flip</em> we intend the swap of the diagonal of the rectangle
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* formed by the face \a f and the face adjacent to the specified edge.
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*/
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template <class FaceType>
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static void FlipEdge(FaceType &f, const int z)
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{
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assert(z>=0);
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assert(z<3);
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assert( !IsBorder(f,z) );
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assert( face::IsManifold<FaceType>(f, z));
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FaceType *g = f.FFp(z);
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int w = f.FFi(z);
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assert( g->V(w) == f.V1(z) );
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assert( g->V1(w)== f.V(z) );
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assert( g->V2(w)!= f.V(z) );
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assert( g->V2(w)!= f.V1(z) );
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assert( g->V2(w)!= f.V2(z) );
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f.V1(z) = g->V2(w);
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g->V1(w) = f.V2(z);
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f.FFp(z) = g->FFp((w+1)%3);
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f.FFi(z) = g->FFi((w+1)%3);
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g->FFp(w) = f.FFp((z+1)%3);
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g->FFi(w) = f.FFi((z+1)%3);
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f.FFp((z+1)%3) = g;
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f.FFi((z+1)%3) = (w+1)%3;
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g->FFp((w+1)%3) = &f;
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g->FFi((w+1)%3) = (z+1)%3;
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if(f.FFp(z)==g)
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{
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f.FFp(z) = &f;
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f.FFi(z) = z;
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}
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else
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{
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f.FFp(z)->FFp( f.FFi(z) ) = &f;
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f.FFp(z)->FFi( f.FFi(z) ) = z;
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}
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if(g->FFp(w)==&f)
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{
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g->FFp(w)=g;
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g->FFi(w)=w;
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}
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else
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{
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g->FFp(w)->FFp( g->FFi(w) ) = g;
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g->FFp(w)->FFi( g->FFi(w) ) = w;
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}
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}
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// Stacca la faccia corrente dalla catena di facce incidenti sul vertice z,
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// NOTA funziona SOLO per la topologia VF!!!
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// usata nelle classi di collapse
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template <class FaceType>
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void VFDetach(FaceType & f, int z)
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{
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if(f.V(z)->VFp()==&f ) //if it is the first face detach from the begin
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{
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int fz = f.V(z)->VFi();
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f.V(z)->VFp() = f.VFp(fz);
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f.V(z)->VFi() = f.VFi(fz);
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}
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else // scan the list of faces in order to finde the current face f to be detached
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{
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VFIterator<FaceType> x(f.V(z)->VFp(),f.V(z)->VFi());
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VFIterator<FaceType> y;
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for(;;)
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{
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y = x;
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++x;
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assert(x.f!=0);
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if(x.f==&f) // found!
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{
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y.f->VFp(y.z) = f.VFp(z);
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y.f->VFi(y.z) = f.VFi(z);
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break;
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}
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}
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}
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}
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/// Append a face in VF list of vertex f->V(z)
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template <class FaceType>
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void VFAppend(FaceType* & f, int z)
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{
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typename FaceType::VertexType *v = f->V(z);
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if (v->VFp()!=0)
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{
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FaceType *f0=v->VFp();
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int z0=v->VFi();
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//append
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f->VFp(z)=f0;
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f->VFi(z)=z0;
|
|
}
|
|
v->VFp()=f;
|
|
v->VFi()=z;
|
|
}
|
|
|
|
/*!
|
|
* Compute the set of vertices adjacent to a given vertex using VF adjacency.
|
|
* \param vp pointer to the vertex whose star has to be computed.
|
|
* \param starVec a std::vector of Vertex pointer that is filled with the adjacent vertices.
|
|
*
|
|
*/
|
|
|
|
template <class FaceType>
|
|
void VVStarVF( typename FaceType::VertexType* vp, std::vector<typename FaceType::VertexType *> &starVec)
|
|
{
|
|
typedef typename FaceType::VertexType* VertexPointer;
|
|
starVec.clear();
|
|
face::VFIterator<FaceType> vfi(vp);
|
|
while(!vfi.End())
|
|
{
|
|
starVec.push_back(vfi.F()->V1(vfi.I()));
|
|
starVec.push_back(vfi.F()->V2(vfi.I()));
|
|
++vfi;
|
|
}
|
|
|
|
std::sort(starVec.begin(),starVec.end());
|
|
typename std::vector<VertexPointer>::iterator new_end = std::unique(starVec.begin(),starVec.end());
|
|
starVec.resize(new_end-starVec.begin());
|
|
}
|
|
|
|
/*!
|
|
* Compute the set of faces adjacent to a given vertex using VF adjacency.
|
|
* \param vp pointer to the vertex whose star has to be computed.
|
|
* \param faceVec a std::vector of Face pointer that is filled with the adjacent faces.
|
|
*
|
|
*/
|
|
template <class FaceType>
|
|
void VFStarVF( typename FaceType::VertexType* vp, std::vector<FaceType *> &faceVec)
|
|
{
|
|
typedef typename FaceType::VertexType* VertexPointer;
|
|
faceVec.clear();
|
|
face::VFIterator<FaceType> vfi(vp);
|
|
while(!vfi.End())
|
|
{
|
|
faceVec.push_back(vfi.F());
|
|
++vfi;
|
|
}
|
|
}
|
|
/*!
|
|
* Check if two faces share and edge through the FF topology.
|
|
* \param f0,f1 the two face to be checked
|
|
* \param i0,i1 the index of the shared edge;
|
|
*/
|
|
|
|
template <class FaceType>
|
|
bool ShareEdgeFF(FaceType *f0,FaceType *f1, int *i0=0, int *i1=0)
|
|
{
|
|
assert((!f0->IsD())&&(!f1->IsD()));
|
|
for (int i=0;i<3;i++)
|
|
if (f0->FFp(i)==f1)
|
|
{
|
|
if((i0!=0) && (i1!=0)) {
|
|
*i0=i;
|
|
*i1=f0->FFi(i);
|
|
}
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
/*!
|
|
* Count the number of vertices shared between two faces.
|
|
* \param f0,f1 the two face to be checked
|
|
* ;
|
|
*/
|
|
template <class FaceType>
|
|
int CountSharedVertex(FaceType *f0,FaceType *f1)
|
|
{
|
|
int sharedCnt=0;
|
|
for (int i=0;i<3;i++)
|
|
for (int j=0;j<3;j++)
|
|
if (f0->V(i)==f1->V(j)) {
|
|
sharedCnt++;
|
|
}
|
|
return sharedCnt;
|
|
}
|
|
|
|
/*!
|
|
* find the first shared vertex between two faces.
|
|
* \param f0,f1 the two face to be checked
|
|
* \param i,j the indexes of the shared vertex in the two faces. Meaningful only if there is one single shared vertex
|
|
* ;
|
|
*/
|
|
template <class FaceType>
|
|
bool SharedVertex(FaceType *f0,FaceType *f1, int &i, int &j)
|
|
{
|
|
for (i=0;i<3;i++)
|
|
for (j=0;j<3;j++)
|
|
if (f0->V(i)==f1->V(j)) return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
/*@}*/
|
|
} // end namespace
|
|
} // end namespace
|
|
|
|
#endif
|
|
|