vcglib/vcg/complex/trimesh/append.h

185 lines
6.6 KiB
C++

/****************************************************************************
* VCGLib o o *
* Visual and Computer Graphics Library o o *
* _ O _ *
* Copyright(C) 2004 \/)\/ *
* 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. *
* *
****************************************************************************/
/****************************************************************************
History
$Log: not supported by cvs2svn $
Revision 1.7 2008/01/28 08:39:56 cignoni
added management of normals
Revision 1.6 2007/03/12 15:38:03 tarini
Texture coord name change! "TCoord" and "Texture" are BAD. "TexCoord" is GOOD.
Revision 1.5 2006/05/25 04:40:57 cignoni
Updated HasPerFaceColor/Quality to the new style with mesh param.
Revision 1.4 2006/04/11 13:51:21 zifnab1974
commented out one function which does not compile on linux with gcc 3.4.5
Revision 1.3 2006/01/30 09:00:40 cignoni
Corrected use of HasPerWedgeTexture
Revision 1.2 2006/01/22 17:08:50 cignoni
Bug due to wrong compuation of size of auxiliary vector (vn instead of vert.size() )
Revision 1.1 2006/01/11 15:45:21 cignoni
Initial Release
****************************************************************************/
#ifndef __VCGLIB_APPEND
#define __VCGLIB_APPEND
#include <vcg/complex/trimesh/allocate.h>
#include <vcg/complex/trimesh/update/flag.h>
namespace vcg {
namespace tri {
template<class MeshLeft, class MeshRight>
class Append
{
public:
typedef typename MeshLeft::ScalarType ScalarLeft;
typedef typename MeshLeft::CoordType CoordLeft;
typedef typename MeshLeft::VertexType VertexLeft;
typedef typename MeshLeft::FaceType FaceLeft;
typedef typename MeshLeft::VertexPointer VertexPointerLeft;
typedef typename MeshLeft::VertexIterator VertexIteratorLeft;
typedef typename MeshLeft::FaceIterator FaceIteratorLeft;
typedef typename MeshRight::ScalarType ScalarRight;
typedef typename MeshRight::CoordType CoordRight;
typedef typename MeshRight::VertexType VertexRight;
typedef typename MeshRight::FaceType FaceRight;
typedef typename MeshRight::VertexPointer VertexPointerRight;
typedef typename MeshRight::VertexIterator VertexIteratorRight;
typedef typename MeshRight::FaceIterator FaceIteratorRight;
typedef typename MeshRight::FacePointer FacePointerRight;
static void ImportFace(MeshLeft &ml, MeshRight &mr, FaceLeft &fl, const FaceRight &fr, std::vector<int> &remap)
{
fl.template ImportLocal<FaceRight>(fr);
fl.V(0)=&ml.vert[remap[ Index(mr,fr.V(0))]];
fl.V(1)=&ml.vert[remap[ Index(mr,fr.V(1))]];
fl.V(2)=&ml.vert[remap[ Index(mr,fr.V(2))]];
if(HasPerWedgeTexCoord(mr) && HasPerWedgeTexCoord(ml))
for(int i=0;i<3;++i){
fl.WT(i).P()=fr.cWT(i).P();
fl.WT(i).N()=fr.cWT(i).N()+ml.textures.size();
}
}
static void Mesh(MeshLeft& ml, MeshRight& mr, const bool selected = false)
{
// remap[i] keep where the position of where the i-th vertex of meshright has landed in meshleft
std::vector<int> remap(mr.vert.size(),-1);
// first loop to find the referenced vertices and copy them preparing the remap vector
FaceIteratorRight fi;
int FaceToAdd=0;
for(fi=mr.face.begin();fi!=mr.face.end();++fi)
if((!(*fi).IsD()) && (!selected || (*fi).IsS() ))
{
++FaceToAdd;
for(int i=0;i<3;++i)
{
int vind=Index(mr, *(*fi).V(i));
if(remap[vind]==-1)
{
VertexIteratorLeft vp;
vp=Allocator<MeshLeft>::AddVertices(ml,1);
(*vp).ImportLocal(*(*fi).V(i));
remap[vind]=Index(ml,*vp);
}
}
}
// second loop copy the faces updating the vertex references
FaceIteratorLeft fp=Allocator<MeshLeft>::AddFaces(ml,FaceToAdd);
for(fi=mr.face.begin();fi!=mr.face.end();++fi)
if(!(*fi).IsD() && (!selected || (*fi).IsS() ))
{
ImportFace(ml,mr,(*fp),(*fi),remap);
++fp;
}
// At the end concatenate the vector with texture names.
ml.textures.insert(ml.textures.end(),mr.textures.begin(),mr.textures.end());
}
// static void Subset(MeshLeft& ml, std::vector<FacePointerRight> & vfpr)
// {
// // remap[i] keep where the position of where the i-th vertex of meshright has landed in meshleft
// std::vector<int> remap(mr.vert.size(),-1);
// // first loop to find the referenced vertices and copy them preparing the remap vector
// typename std::vector<FacePointerRight>::iterator fi;
// int FaceToAdd=0;
// for(fi=vfpr.begin();fi!=vfpr.end();++fi)
// if(!(*fi)->IsD())
// {
// FaceToAdd++;
// for(int i=0;i<3;++i)
// {
// int vind=Index(mr, *(**fi).V(i));
// if(remap[vind]==-1)
// {
// VertexIteratorLeft vp;
// vp=Allocator<MeshLeft>::AddVertices(ml,1);
// ImportVertex((*vp),*(**fi).V(i));
// remap[vind]=Index(ml,*vp);
// }
// }
// }
// // second loop copy the faces updating the vertex references
// FaceIteratorLeft fp=Allocator<MeshLeft>::AddFaces(ml,FaceToAdd);
// for(fi=vfpr.begin();fi!=vfpr.end();++fi)
// if(!(*fi).IsD())
// {
// ImportFace(ml,mr,(*fp),(*fi),remap);
// ++fp;
// }
// }
static void Selected(MeshLeft& ml, MeshRight& mr)
{
Mesh(ml,mr,true);
}
}; // end of class Append
} // End Namespace TriMesh
} // End Namespace vcg
#endif