426 lines
17 KiB
C++
426 lines
17 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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#ifndef __VCGLIB_APPEND
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#define __VCGLIB_APPEND
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#ifndef __VCG_MESH
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#error "This file should not be included alone. It is automatically included by complex.h"
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#endif
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namespace vcg {
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namespace tri {
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/** \ingroup trimesh */
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/*! \brief Class to safely duplicate and append (portion of) meshes.
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Adding elements to a mesh, like faces and vertices can involve the reallocation of the vectors of the involved elements.
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This class provide the only safe methods to add elements of a mesh to another one.
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\sa \ref allocation
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*/
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template<class MeshLeft, class ConstMeshRight>
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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::EdgeType EdgeLeft;
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typedef typename MeshLeft::FaceType FaceLeft;
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typedef typename MeshLeft::HEdgeType HEdgeLeft;
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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::EdgeIterator EdgeIteratorLeft;
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typedef typename MeshLeft::HEdgeIterator HEdgeIteratorLeft;
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typedef typename MeshLeft::FaceIterator FaceIteratorLeft;
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typedef typename ConstMeshRight::ScalarType ScalarRight;
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typedef typename ConstMeshRight::CoordType CoordRight;
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typedef typename ConstMeshRight::VertexType VertexRight;
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typedef typename ConstMeshRight::EdgeType EdgeRight;
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typedef typename ConstMeshRight::HEdgeType HEdgeRight;
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typedef typename ConstMeshRight::FaceType FaceRight;
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typedef typename ConstMeshRight::VertexPointer VertexPointerRight;
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typedef typename ConstMeshRight::VertexIterator VertexIteratorRight;
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typedef typename ConstMeshRight::EdgeIterator EdgeIteratorRight;
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typedef typename ConstMeshRight::HEdgeIterator HEdgeIteratorRight;
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typedef typename ConstMeshRight::FaceIterator FaceIteratorRight;
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typedef typename ConstMeshRight::FacePointer FacePointerRight;
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struct Remap{
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static size_t InvalidIndex() { return std::numeric_limits<size_t>::max(); }
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std::vector<size_t> vert,face,edge, hedge;
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};
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static void ImportVertexAdj(MeshLeft &ml, ConstMeshRight &mr, VertexLeft &vl, VertexRight &vr, Remap &remap ){
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// Vertex to Edge Adj
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if(HasVEAdjacency(ml) && HasVEAdjacency(mr) && vr.cVEp() != 0){
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size_t i = Index(mr,vr.cVEp());
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vl.VEp() = (i>ml.edge.size())? 0 : &ml.edge[remap.edge[i]];
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vl.VEi() = vr.VEi();
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}
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// Vertex to Face Adj
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if(HasPerVertexVFAdjacency(ml) && HasPerVertexVFAdjacency(mr) && vr.cVFp() != 0 ){
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size_t i = Index(mr,vr.cVFp());
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vl.VFp() = (i>ml.face.size())? 0 :&ml.face[remap.face[i]];
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vl.VFi() = vr.VFi();
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}
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// Vertex to HEdge Adj
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if(HasVHAdjacency(ml) && HasVHAdjacency(mr) && vr.cVHp() != 0){
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vl.VHp() = &ml.hedge[remap.hedge[Index(mr,vr.cVHp())]];
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vl.VHi() = vr.VHi();
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}
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}
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static void ImportEdgeAdj(MeshLeft &ml, ConstMeshRight &mr, EdgeLeft &el, const EdgeRight &er, Remap &remap)
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{
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// Edge to Edge Adj
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if(HasEEAdjacency(ml) && HasEEAdjacency(mr))
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for(unsigned int vi = 0; vi < 2; ++vi)
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{
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size_t idx = Index(mr,er.cEEp(vi));
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el.EEp(vi) = (idx>ml.edge.size())? 0 : &ml.edge[remap.edge[idx]];
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el.EEi(vi) = er.cEEi(vi);
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}
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// Edge to Face Adj
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if(HasEFAdjacency(ml) && HasEFAdjacency(mr)){
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size_t idx = Index(mr,er.cEFp());
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el.EFp() = (idx>ml.face.size())? 0 :&ml.face[remap.face[idx]];
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el.EFi() = er.cEFi();
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}
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// Edge to HEdge Adj
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if(HasEHAdjacency(ml) && HasEHAdjacency(mr))
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el.EHp() = &ml.hedge[remap.hedge[Index(mr,er.cEHp())]];
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}
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static void ImportFaceAdj(MeshLeft &ml, ConstMeshRight &mr, FaceLeft &fl, const FaceRight &fr, Remap &remap )
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{
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// Face to Edge Adj
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if(HasFEAdjacency(ml) && HasFEAdjacency(mr)){
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assert(fl.VN() == fr.VN());
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for( int vi = 0; vi < fl.VN(); ++vi ){
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size_t idx = remap.edge[Index(mr,fr.cFEp(vi))];
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if(idx!=Remap::InvalidIndex())
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fl.FEp(vi) = &ml.edge[idx];
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}
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}
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// Face to Face Adj
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if(HasFFAdjacency(ml) && HasFFAdjacency(mr)){
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assert(fl.VN() == fr.VN());
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for( int vi = 0; vi < fl.VN(); ++vi ){
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size_t idx = remap.face[Index(mr,fr.cFFp(vi))];
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if(idx!=Remap::InvalidIndex()){
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fl.FFp(vi) = &ml.face[idx];
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fl.FFi(vi) = fr.cFFi(vi);
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}
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}
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}
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// Face to HEedge Adj
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if(HasFHAdjacency(ml) && HasFHAdjacency(mr))
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fl.FHp() = &ml.hedge[remap.hedge[Index(mr,fr.cFHp())]];
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}
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static void ImportHEdgeAdj(MeshLeft &ml, ConstMeshRight &mr, HEdgeLeft &hl, const HEdgeRight &hr, Remap &remap, bool /*sel*/ ){
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// HEdge to Vertex Adj
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if(HasHVAdjacency(ml) && HasHVAdjacency(mr))
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hl.HVp() = &ml.vert[remap.vert[Index(mr,hr.cHVp())]];
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// HEdge to Edge Adj
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if(HasHEAdjacency(ml) && HasHEAdjacency(mr)){
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size_t idx = Index(mr,hr.cHEp()) ;
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hl.HEp() = (idx>ml.edge.size())? 0 : &ml.edge[remap.edge[idx]];
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}
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// HEdge to Face Adj
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if(HasHFAdjacency(ml) && HasHFAdjacency(mr)){
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size_t idx = Index(mr,hr.cHFp());
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hl.HFp() = (idx>ml.face.size())? 0 :&ml.face[remap.face[idx]];
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}
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// HEdge to Opposite HEdge Adj
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if(HasHOppAdjacency(ml) && HasHOppAdjacency(mr))
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hl.HOp() = &ml.hedge[remap.hedge[Index(mr,hr.cHOp())]];
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// HEdge to Next HEdge Adj
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if(HasHNextAdjacency(ml) && HasHNextAdjacency(mr))
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hl.HNp() = &ml.hedge[remap.hedge[Index(mr,hr.cHNp())]];
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// HEdge to Next HEdge Adj
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if(HasHPrevAdjacency(ml) && HasHPrevAdjacency(mr))
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hl.HPp() = &ml.hedge[remap.hedge[Index(mr,hr.cHPp())]];
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}
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// Append Right Mesh to the Left Mesh
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// Append::Mesh(ml, mr) is equivalent to ml += mr.
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// Note MeshRigth could be costant...
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/*! \brief %Append the second mesh to the first one.
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The first mesh is not destroyed and no attempt of avoid duplication of already present elements is done.
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If requested only the selected elements are appended to the first one.
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The second mesh is not changed at all (it could be constant) with the exception of the selection (see below note).
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\note If the the selection of the vertexes is not consistent with the face selection
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the append could build faces referencing non existent vertices
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so it is mandatory that the selection of the vertices reflects the loose selection
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from edges and faces (e.g. if a face is selected then all its vertices must be selected).
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\note Attributes. This function will copy only those attributes that are present in both meshes.
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Two attributes in different meshes are considered the same iff they have the same
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name and the same type. This may be deceiving because they could in fact have
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different semantic, but this is up to the developer.
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If the left mesh has attributes that are not in the right mesh, their values for the elements
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of the right mesh will be uninitialized
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*/
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static void Mesh(MeshLeft& ml, ConstMeshRight& mr, const bool selected = false, const bool adjFlag = false)
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{
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// Note that if the the selection of the vertexes is not consistent with the face selection
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// the append could build faces referencing non existent vertices
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// so it is mandatory that the selection of the vertices reflects the loose selection
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// from edges and faces (e.g. if a face is selected all its vertices must be selected).
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// note the use of the parameter for preserving existing vertex selection.
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if(selected)
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{
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assert(adjFlag == false || ml.IsEmpty()); // It is rather meaningless to partially copy adj relations.
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tri::UpdateSelection<ConstMeshRight>::VertexFromEdgeLoose(mr,true);
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tri::UpdateSelection<ConstMeshRight>::VertexFromFaceLoose(mr,true);
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}
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// phase 1. allocate on ml vert,edge,face, hedge to accomodat those of mr
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// and build the remapping for all
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Remap remap;
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// vertex
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remap.vert.resize(mr.vert.size(), Remap::InvalidIndex());
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VertexIteratorLeft vp;
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size_t svn = UpdateSelection<ConstMeshRight>::VertexCount(mr);
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if(selected)
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vp=Allocator<MeshLeft>::AddVertices(ml,int(svn));
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else
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vp=Allocator<MeshLeft>::AddVertices(ml,mr.vn);
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for(VertexIteratorRight vi=mr.vert.begin(); vi!=mr.vert.end(); ++vi)
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{
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if(!(*vi).IsD() && (!selected || (*vi).IsS()))
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{
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size_t ind=Index(mr,*vi);
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remap.vert[ind]=int(Index(ml,*vp));
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++vp;
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}
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}
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// edge
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remap.edge.resize(mr.edge.size(), Remap::InvalidIndex());
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EdgeIteratorLeft ep;
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size_t sen = UpdateSelection<ConstMeshRight>::EdgeCount(mr);
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if(selected) ep=Allocator<MeshLeft>::AddEdges(ml,sen);
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else ep=Allocator<MeshLeft>::AddEdges(ml,mr.en);
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for(EdgeIteratorRight ei=mr.edge.begin(); ei!=mr.edge.end(); ++ei)
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if(!(*ei).IsD() && (!selected || (*ei).IsS())){
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size_t ind=Index(mr,*ei);
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remap.edge[ind]=int(Index(ml,*ep));
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++ep;
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}
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// face
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remap.face.resize(mr.face.size(), Remap::InvalidIndex());
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FaceIteratorLeft fp;
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size_t sfn = UpdateSelection<ConstMeshRight>::FaceCount(mr);
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if(selected) fp=Allocator<MeshLeft>::AddFaces(ml,sfn);
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else fp=Allocator<MeshLeft>::AddFaces(ml,mr.fn);
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for(FaceIteratorRight fi=mr.face.begin(); fi!=mr.face.end(); ++fi)
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if(!(*fi).IsD() && (!selected || (*fi).IsS())){
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size_t ind=Index(mr,*fi);
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remap.face[ind]=int(Index(ml,*fp));
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++fp;
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}
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// hedge
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remap.hedge.resize(mr.hedge.size(),Remap::InvalidIndex());
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for(HEdgeIteratorRight hi=mr.hedge.begin(); hi!=mr.hedge.end(); ++hi)
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if(!(*hi).IsD() && (!selected || (*hi).IsS())){
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size_t ind=Index(mr,*hi);
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assert(remap.hedge[ind]==Remap::InvalidIndex());
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HEdgeIteratorLeft hp = Allocator<MeshLeft>::AddHEdges(ml,1);
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(*hp).ImportData(*(hi));
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remap.hedge[ind]=Index(ml,*hp);
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}
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// phase 2.
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// copy data from ml to its corresponding elements in ml and adjacencies
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// vertex
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for(VertexIteratorRight vi=mr.vert.begin();vi!=mr.vert.end();++vi)
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if( !(*vi).IsD() && (!selected || (*vi).IsS())){
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ml.vert[remap.vert[Index(mr,*vi)]].ImportData(*vi);
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if(adjFlag) ImportVertexAdj(ml,mr,ml.vert[remap.vert[Index(mr,*vi)]],*vi,remap);
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}
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// edge
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for(EdgeIteratorRight ei=mr.edge.begin();ei!=mr.edge.end();++ei)
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if(!(*ei).IsD() && (!selected || (*ei).IsS())){
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ml.edge[remap.edge[Index(mr,*ei)]].ImportData(*ei);
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// Edge to Vertex Adj
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EdgeLeft &el = ml.edge[remap.edge[Index(mr,*ei)]];
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if(HasEVAdjacency(ml) && HasEVAdjacency(mr)){
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el.V(0) = &ml.vert[remap.vert[Index(mr,ei->cV(0))]];
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el.V(1) = &ml.vert[remap.vert[Index(mr,ei->cV(1))]];
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}
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if(adjFlag) ImportEdgeAdj(ml,mr,el,*ei,remap);
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}
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// face
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const size_t textureOffset = ml.textures.size();
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bool WTFlag = HasPerWedgeTexCoord(mr) && (textureOffset>0);
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for(FaceIteratorRight 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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FaceLeft &fl = ml.face[remap.face[Index(mr,*fi)]];
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fl.Alloc(fi->VN());
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if(HasFVAdjacency(ml) && HasFVAdjacency(mr)){
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for(int i = 0; i < fl.VN(); ++i)
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fl.V(i) = &ml.vert[remap.vert[Index(mr,fi->cV(i))]];
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}
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fl.ImportData(*fi);
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if(WTFlag)
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for(int i = 0; i < fl.VN(); ++i)
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fl.WT(i).n() += short(textureOffset);
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if(adjFlag) ImportFaceAdj(ml,mr,ml.face[remap.face[Index(mr,*fi)]],*fi,remap);
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}
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// hedge
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for(HEdgeIteratorRight hi=mr.hedge.begin();hi!=mr.hedge.end();++hi)
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if(!(*hi).IsD() && (!selected || (*hi).IsS())){
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ml.hedge[remap.hedge[Index(mr,*hi)]].ImportData(*hi);
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ImportHEdgeAdj(ml,mr,ml.hedge[remap.hedge[Index(mr,*hi)]],*hi,remap,selected);
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}
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// phase 3.
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// take care of other per mesh data: textures, attributes
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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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// Attributes. Copy only those attributes that are present in both meshes
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// Two attributes in different meshes are considered the same if they have the same
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// name and the same type. This may be deceiving because they could in fact have
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// different semantic, but this is up to the developer.
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// If the left mesh has attributes that are not in the right mesh, their values for the elements
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// of the right mesh will be uninitialized
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unsigned int id_r;
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typename std::set< PointerToAttribute >::iterator al, ar;
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// per vertex attributes
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for(al = ml.vert_attr.begin(); al != ml.vert_attr.end(); ++al)
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if(!(*al)._name.empty()){
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ar = mr.vert_attr.find(*al);
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if(ar!= mr.vert_attr.end()){
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id_r = 0;
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for(VertexIteratorRight vi=mr.vert.begin();vi!=mr.vert.end();++vi,++id_r)
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if( !(*vi).IsD() && (!selected || (*vi).IsS()))
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memcpy((*al)._handle->At(remap.vert[Index(mr,*vi)]),(*ar)._handle->At(id_r),
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(*al)._handle->SizeOf());
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}
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}
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// per edge attributes
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for(al = ml.edge_attr.begin(); al != ml.edge_attr.end(); ++al)
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if(!(*al)._name.empty()){
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ar = mr.edge_attr.find(*al);
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if(ar!= mr.edge_attr.end()){
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id_r = 0;
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for(EdgeIteratorRight ei=mr.edge.begin();ei!=mr.edge.end();++ei,++id_r)
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if( !(*ei).IsD() && (!selected || (*ei).IsS()))
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memcpy((*al)._handle->At(remap.edge[Index(mr,*ei)]),(*ar)._handle->At(id_r),
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(*al)._handle->SizeOf());
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}
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}
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// per face attributes
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for(al = ml.face_attr.begin(); al != ml.face_attr.end(); ++al)
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if(!(*al)._name.empty()){
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ar = mr.face_attr.find(*al);
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if(ar!= mr.face_attr.end()){
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id_r = 0;
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for(FaceIteratorRight fi=mr.face.begin();fi!=mr.face.end();++fi,++id_r)
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if( !(*fi).IsD() && (!selected || (*fi).IsS()))
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memcpy((*al)._handle->At(remap.face[Index(mr,*fi)]),(*ar)._handle->At(id_r),
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(*al)._handle->SizeOf());
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}
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}
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// per mesh attributes
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// if both ml and mr have an attribute with the same name, no action is done
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// if mr has an attribute that is NOT present in ml, the attribute is added to ml
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//for(ar = mr.mesh_attr.begin(); ar != mr.mesh_attr.end(); ++ar)
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// if(!(*ar)._name.empty()){
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// al = ml.mesh_attr.find(*ar);
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// if(al== ml.mesh_attr.end())
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// //...
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// }
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}
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/*! \brief Copy the second mesh over the first one.
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The first mesh is destroyed. If requested only the selected elements are copied.
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*/
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static void MeshCopy(MeshLeft& ml, ConstMeshRight& mr, bool selected=false, const bool adjFlag = false)
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{
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ml.Clear();
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Mesh(ml,mr,selected,adjFlag);
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ml.bbox.Import(mr.bbox);
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}
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/*! \brief %Append only the selected elements of second mesh to the first one.
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It is just a wrap of the main Append::Mesh()
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*/
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static void Selected(MeshLeft& ml, ConstMeshRight& 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 tri
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} // End Namespace vcg
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#endif
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