302 lines
7.8 KiB
C++
302 lines
7.8 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) 2004-2016 \/)\/ *
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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 1.2 2004/05/10 14:40:47 ganovelli
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name of adhacency function updated
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Revision 1.1 2004/05/10 14:01:56 ganovelli
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created
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****************************************************************************/
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#ifndef __VCG_EDGE_POS
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#define __VCG_EDGE_POS
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namespace vcg {
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namespace edge {
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// Needed Prototypes (pos is include before topology)
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template <class EDGETYPE>
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bool IsEdgeBorder(EDGETYPE const & e, const int j );
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template <class EDGETYPE>
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bool IsEdgeManifold(EDGETYPE const & e, const int j );
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/*
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Vertex_Edge: run over the fan of a vertex (no order is specified)
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*/
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/** Class VertexStar
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@param EDGETYPE Specifies the type of the faces
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*/
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template <class EDGETYPE>
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class VertexStar
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{
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public:
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/// Pointer to an edge
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EDGETYPE *e;
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/// Local index of the vertex
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int z;
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/// Default Constructor
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VertexStar() : e(0), z(0) {}
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/// Constructor which associates the EdgePos elementet with a face and its edge
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VertexStar(EDGETYPE * const ep, int const zp)
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{
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e=ep;
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z=zp;
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}
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/// Function to jump on the next face of the list of vertex z
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void NextF()
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{
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EDGETYPE * t = e;
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e = (EDGETYPE *)t->VEp(z);
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z = t->VEi(z);
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}
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};
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/*
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*/
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/** Class Pos.
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This structure is equivalent to a half-edge.
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@param MFTYPE (Template-Parameter) Specifies the type of the edges
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*/
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template <class EDGETYPE>
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class Pos
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{
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public:
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typedef typename EDGETYPE::VertexType VertexType;
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typedef Pos< EDGETYPE> POSTYPE;
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/// Pointer to the edge
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EDGETYPE *e;
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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(EDGETYPE * ep, int zp) {e=ep;v=ep->V(zp);}
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Pos(EDGETYPE * ep, VertexType *vp){e=ep;v=vp;}
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// Official Access functions functions
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VertexType *& V(){ return v; }
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EDGETYPE *& E(){ return e; }
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int VInd(){
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return (e->V(0)==v)?0:1;
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}
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/// Operator to compare two edge pos
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inline bool operator == ( POSTYPE const & p ) const {
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return (e==p.e &&v==p.v);
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}
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/// Operator to compare two edge pos
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inline bool operator != ( POSTYPE const & p ) const {
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return (e!=p.e || 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 <= ( POSTYPE const & p) const {
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return (e!=p.e)?(e<p.e):
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(v<=p.v);
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}
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/// Assignment operator
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inline POSTYPE & operator = ( const POSTYPE & h ){
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e=h.e;
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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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e=0;
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v=0;
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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 e==0 || v==0 ;
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}
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/*! \brief It advances the current Pos along the edge chain.
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*
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* Note that a Pos implicitly encode an ordering in the chain:
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* the one denoted by the classical arrow shaped icon of a pos.
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* In other words
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*
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* o---------o
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* | /
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* |/
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*
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* Meaningful only for 1-manifold edge chain.
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*/
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void NextE()
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{
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FlipE();
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FlipV();
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}
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/// Changes vertex maintaining the edge
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void FlipV()
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{
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v = (e->V(0)==v)?e->V(1):e->V(0);
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}
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/// Changes edge maintaining the vertex
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void FlipE()
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{
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assert( (e->V(0)==v) ||(e->V(1)==v));
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e = (e->V(0)==v)?e->EEp(0):e->EEp(1);
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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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return (e->V(0)==v)?e->V(1):e->V(0);
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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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/// Checks if the half-edge is of border
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bool IsBorder()
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{
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return edge::IsEdgeBorder(*e,VInd());
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}
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bool IsManifold()
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{
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return edge::IsEdgeManifold(*e,VInd());
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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(EDGETYPE * const ep, VertexType * const vp)
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{
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e=ep;v=vp;
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}
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};
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/** Class VEIterator.
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This class is used as an iterator over the VE adjacency.
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It allow to easily traverse all the edges around a given vertex v;
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The edges are traversed in no particular order. No Manifoldness requirement.
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typical example:
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VertexPointer v;
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vcg::edge::VEIterator<EdgeType> vei(v);
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for (;!vei.End();++vei)
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vei.E()->ClearV();
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// Alternative
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vcg::edge::VEIterator<EdgeType> vei(f, 1);
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while (!vei.End()){
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vei.E()->ClearV();
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++vei;
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}
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See also the JumpingPos in jumping_pos.h for an iterator that loops
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around the faces of a vertex using FF topology and without requiring the VF topology.
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*/
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template <typename EdgeType>
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class VEIterator
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{
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public:
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/// The vertex type
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typedef typename EdgeType::VertexType VertexType;
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/// The Base face type
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typedef EdgeType VFIEdgeType;
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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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EdgeType *e;
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/// Index of the vertex
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int z;
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/// Default constructor
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VEIterator(){}
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/// Constructor which associates the half-edge elementet with a face and its vertex
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VEIterator(EdgeType * _e, const int & _z){e = _e; z = _z;}
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/// Constructor which takes a pointer to vertex
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VEIterator(const VertexType * _v){
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e = _v->cVEp(); z = _v->cVEi();
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assert(z>=0 && "VE adjacency not initialized");
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}
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VFIEdgeType * &E() { return e;}
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int & I() { return z;}
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// Access to the vertex. Having a VEIterator vfi, it corresponds to
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// vfi.V() = vfi.I()->V(vfi.I())
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inline VertexType *V() const { return e->V(z);}
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inline VertexType * const & V0() const { return e->V0(z);}
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inline VertexType * const & V1() const { return e->V1(z);}
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bool End() const {return e==0;}
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VFIEdgeType *operator++() {
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EdgeType* t = e;
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e = e->VEp(z);
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z = t->VEi(z);
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return e;
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}
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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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