185 lines
6.6 KiB
C++
185 lines
6.6 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 1.7 2008/01/28 08:39:56 cignoni
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added management of normals
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Revision 1.6 2007/03/12 15:38:03 tarini
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Texture coord name change! "TCoord" and "Texture" are BAD. "TexCoord" is GOOD.
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Revision 1.5 2006/05/25 04:40:57 cignoni
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Updated HasPerFaceColor/Quality to the new style with mesh param.
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Revision 1.4 2006/04/11 13:51:21 zifnab1974
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commented out one function which does not compile on linux with gcc 3.4.5
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Revision 1.3 2006/01/30 09:00:40 cignoni
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Corrected use of HasPerWedgeTexture
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Revision 1.2 2006/01/22 17:08:50 cignoni
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Bug due to wrong compuation of size of auxiliary vector (vn instead of vert.size() )
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Revision 1.1 2006/01/11 15:45:21 cignoni
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Initial Release
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****************************************************************************/
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#ifndef __VCGLIB_APPEND
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#define __VCGLIB_APPEND
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#include <vcg/complex/trimesh/allocate.h>
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#include <vcg/complex/trimesh/update/flag.h>
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namespace vcg {
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namespace tri {
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template<class MeshLeft, class MeshRight>
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class Append
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{
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public:
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typedef typename MeshLeft::ScalarType ScalarLeft;
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typedef typename MeshLeft::CoordType CoordLeft;
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typedef typename MeshLeft::VertexType VertexLeft;
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typedef typename MeshLeft::FaceType FaceLeft;
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typedef typename MeshLeft::VertexPointer VertexPointerLeft;
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typedef typename MeshLeft::VertexIterator VertexIteratorLeft;
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typedef typename MeshLeft::FaceIterator FaceIteratorLeft;
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typedef typename MeshRight::ScalarType ScalarRight;
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typedef typename MeshRight::CoordType CoordRight;
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typedef typename MeshRight::VertexType VertexRight;
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typedef typename MeshRight::FaceType FaceRight;
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typedef typename MeshRight::VertexPointer VertexPointerRight;
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typedef typename MeshRight::VertexIterator VertexIteratorRight;
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typedef typename MeshRight::FaceIterator FaceIteratorRight;
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typedef typename MeshRight::FacePointer FacePointerRight;
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static void ImportFace(MeshLeft &ml, MeshRight &mr, FaceLeft &fl, FaceRight &fr, std::vector<int> &remap)
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{
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fl.ImportLocal(fr);
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fl.V(0)=&ml.vert[remap[ Index(mr,fr.V(0))]];
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fl.V(1)=&ml.vert[remap[ Index(mr,fr.V(1))]];
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fl.V(2)=&ml.vert[remap[ Index(mr,fr.V(2))]];
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if(HasPerWedgeTexCoord(mr) && HasPerWedgeTexCoord(ml))
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for(int i=0;i<3;++i){
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fl.WT(i).P()=fr.WT(i).P();
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fl.WT(i).N()=fr.WT(i).N()+ml.textures.size();
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}
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}
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static void Mesh(MeshLeft& ml, MeshRight& mr, const bool selected = false)
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{
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// remap[i] keep where the position of where the i-th vertex of meshright has landed in meshleft
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std::vector<int> remap(mr.vert.size(),-1);
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// first loop to find the referenced vertices and copy them preparing the remap vector
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FaceIteratorRight fi;
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int FaceToAdd=0;
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for(fi=mr.face.begin();fi!=mr.face.end();++fi)
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if((!(*fi).IsD()) && (!selected || (*fi).IsS() ))
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{
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++FaceToAdd;
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for(int i=0;i<3;++i)
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{
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int vind=Index(mr, *(*fi).V(i));
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if(remap[vind]==-1)
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{
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VertexIteratorLeft vp;
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vp=Allocator<MeshLeft>::AddVertices(ml,1);
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(*vp).ImportLocal(*(*fi).V(i));
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remap[vind]=Index(ml,*vp);
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}
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}
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}
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// second loop copy the faces updating the vertex references
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FaceIteratorLeft fp=Allocator<MeshLeft>::AddFaces(ml,FaceToAdd);
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for(fi=mr.face.begin();fi!=mr.face.end();++fi)
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if(!(*fi).IsD() && (!selected || (*fi).IsS() ))
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{
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ImportFace(ml,mr,(*fp),(*fi),remap);
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++fp;
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}
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// At the end concatenate the vector with texture names.
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ml.textures.insert(ml.textures.end(),mr.textures.begin(),mr.textures.end());
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}
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// static void Subset(MeshLeft& ml, std::vector<FacePointerRight> & vfpr)
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// {
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// // remap[i] keep where the position of where the i-th vertex of meshright has landed in meshleft
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// std::vector<int> remap(mr.vert.size(),-1);
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// // first loop to find the referenced vertices and copy them preparing the remap vector
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// typename std::vector<FacePointerRight>::iterator fi;
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// int FaceToAdd=0;
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// for(fi=vfpr.begin();fi!=vfpr.end();++fi)
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// if(!(*fi)->IsD())
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// {
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// FaceToAdd++;
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// for(int i=0;i<3;++i)
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// {
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// int vind=Index(mr, *(**fi).V(i));
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// if(remap[vind]==-1)
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// {
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// VertexIteratorLeft vp;
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// vp=Allocator<MeshLeft>::AddVertices(ml,1);
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// ImportVertex((*vp),*(**fi).V(i));
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// remap[vind]=Index(ml,*vp);
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// }
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// }
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// }
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// // second loop copy the faces updating the vertex references
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// FaceIteratorLeft fp=Allocator<MeshLeft>::AddFaces(ml,FaceToAdd);
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// for(fi=vfpr.begin();fi!=vfpr.end();++fi)
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// if(!(*fi).IsD())
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// {
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// ImportFace(ml,mr,(*fp),(*fi),remap);
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// ++fp;
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// }
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// }
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static void Selected(MeshLeft& ml, MeshRight& mr)
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{
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Mesh(ml,mr,true);
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}
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}; // end of class Append
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} // End Namespace TriMesh
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} // End Namespace vcg
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#endif
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