1312 lines
50 KiB
C++
1312 lines
50 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 POLYGON_POLYCHORD_COLLAPSE_H
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#define POLYGON_POLYCHORD_COLLAPSE_H
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#include <vector>
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#include <list>
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#include <set>
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#include <algorithm>
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#include <iterator>
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#include <vcg/complex/complex.h>
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#include <vcg/simplex/face/jumping_pos.h>
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namespace vcg {
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namespace tri {
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/** \addtogroup trimesh */
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/**
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* @brief The PolychordCollapse class provides methods to semplify a quad mesh, by collapsing the polychords.
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*
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* This class is an implementation of a method very similar to that for mesh semplification proposed
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* by Daniels et al. in "Quadrilateral mesh simplification", see http://www.cs.utah.edu/~jdaniels/research/asia2008_qms.htm
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* The main function is PolychordCollapse::CollapsePolychord() which deletes all the quadrilateral faces in a polychord.
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* The polychords that can be collapsed in this case are those forming a closed loop (a ring) or that start and end to
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* mesh borders. A way to preserve the structure of the singularities is also provided.
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* The convenient method PolychordCollapse::CollapseAllPolychords() finds and collapses all the polychords on a mesh.
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* The input mesh should be polygonal, i.e. it should have the vcg::face::PolyInfo component. Even though a generic
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* triangle mesh can be given, actually the class does not perform any collapsing operation since it sees only triangles,
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* in fact it does not consider faux edges.
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*/
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template < typename PolyMeshType >
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class PolychordCollapse {
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public:
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typedef typename PolyMeshType::CoordType CoordType;
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typedef typename PolyMeshType::VertexType VertexType;
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typedef typename PolyMeshType::VertexPointer VertexPointer;
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typedef typename PolyMeshType::VertexIterator VertexIterator;
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typedef typename PolyMeshType::FaceType FaceType;
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typedef typename PolyMeshType::FacePointer FacePointer;
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typedef typename PolyMeshType::FaceIterator FaceIterator;
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/**
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* @brief The PC_ResultCode enum codifies the result type of a polychord collapse operation.
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*/
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enum PC_ResultCode {
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PC_SUCCESS = 0,
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PC_NOTMANIF = 1,
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PC_NOTQUAD = 2,
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PC_NOLINKCOND = 4,
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PC_SINGBOTH = 8,
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PC_SELFINTERSECT = 16,
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PC_VOID = 32,
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PC_OTHER = 64
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};
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/**
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* @brief The PC_Chord struct identifies a coord of a polychord passing through a quad.
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*/
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struct PC_Chord {
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unsigned long mark;
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PC_ResultCode q;
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PC_Chord * prev;
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PC_Chord * next;
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PC_Chord() : mark(std::numeric_limits<unsigned long>::max()), q(PC_VOID), prev(NULL), next(NULL) { }
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inline void Reset() {
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mark = std::numeric_limits<unsigned long>::max();
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q = PC_VOID;
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prev = next = NULL;
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}
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};
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/**
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* @brief The PC_Chords class gives efficient access to each coord (relative to a face).
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*/
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class PC_Chords {
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public:
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/**
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* @brief PC_Chords constructor.
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* @note Since each face corresponds to two chords, the actual size of the vector of chords is 2*mesh.face.size().
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* @param mesh
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*/
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PC_Chords (const PolyMeshType &mesh) : _Chords(2*mesh.face.size()), _currentChord(NULL) {
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Reset(mesh);
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}
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/**
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* @brief ResetMarks
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*/
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void ResetMarks() {
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typename std::vector<PC_Chord>::iterator it = _Chords.begin();
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for (; it != _Chords.end(); it++)
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(*it).mark = std::numeric_limits<unsigned long>::max();
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}
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/**
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* @brief Reset rearrages the container.
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* @note Since each face corresponds to two chords, the actual size of the vector of chords is 2*mesh.face.size().
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* @param mesh
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*/
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void Reset(const PolyMeshType &mesh) {
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_Chords.resize(2*mesh.face.size());
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for (size_t j = 0; j < _Chords.size(); j++)
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_Chords[j].Reset();
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_currentChord = NULL;
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PC_Chord *chord = NULL;
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long long j = 0;
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for (size_t i = 0; i < _Chords.size(); i++) {
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// set the prev
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chord = NULL;
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if ((long long)i-1 >= 0) {
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chord = &_Chords[i-1];
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if (vcg::tri::HasPerFaceFlags(mesh)) {
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j = i-1;
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while (j >= 0 && mesh.face[j/2].IsD())
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j--;
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if (j >= 0)
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chord = &_Chords[j];
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else
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chord = NULL;
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}
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}
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_Chords[i].prev = chord;
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// set the next
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chord = NULL;
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if (i+1 < _Chords.size()) {
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chord = &_Chords[i+1];
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if (vcg::tri::HasPerFaceFlags(mesh)) {
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j = i+1;
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while (j < (long long)_Chords.size() && mesh.face[j/2].IsD())
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j++;
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if (j < (long long)_Chords.size())
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chord = &_Chords[j];
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else
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chord = NULL;
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}
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}
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_Chords[i].next = chord;
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}
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if (mesh.face.size() > 0) {
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// set the current coord (first - not deleted - face)
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_currentChord = &_Chords[0];
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if (vcg::tri::HasPerFaceFlags(mesh) && mesh.face[0].IsD())
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_currentChord = _currentChord->next;
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}
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}
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/**
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* @brief operator [], given a face index and an offset, it returns (a reference to) its corresponding PC_Chord.
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* @param face_edge A std::pair<size_t, unsigned char>(face_index, offset). The offset should be 0 or 1.
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* @return A reference to the corresponding PC_Chord.
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*/
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inline PC_Chord & operator[] (const std::pair<size_t, unsigned char> &face_edge) {
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assert(face_edge.first >= 0 && 2*face_edge.first+face_edge.second < _Chords.size());
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return _Chords[2*face_edge.first + face_edge.second];
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}
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/**
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* @brief operator [], given a face index and an offset, it returns (a const reference to) its corresponding PC_Chord.
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* @param face_edge A std::pair<size_t, unsigned char>(face_index, offset). The offset should be 0 or 1.
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* @return A reference to the corresponding PC_Chord.
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*/
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inline const PC_Chord & operator[] (const std::pair<size_t, unsigned char> &face_edge) const {
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assert(face_edge.first >= 0 && 2*face_edge.first+face_edge.second < _Chords.size());
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return _Chords[2*face_edge.first + face_edge.second];
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}
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/**
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* @brief operator [], given a coord, it returns its corresponding face index and edge.
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* @param coord The coord pointer.
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* @return A std::pair <size_t, unsigned char>(face_index, offset) with offset being 0 or 1.
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*/
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inline std::pair<size_t, unsigned char> operator[] (PC_Chord const * const coord) {
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assert(coord >= &_Chords[0] && coord < &_Chords[0]+_Chords.size());
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return std::pair<size_t, unsigned char>((coord - &_Chords[0])/2, (coord - &_Chords[0])%2);
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}
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/**
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* @brief UpdateCoord updates the coord information and links.
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* @param coord The coord to update.
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* @param mark The mark of the polychord.
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* @param resultCode The code for the type of the polychord.
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*/
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inline void UpdateCoord (PC_Chord &coord, const unsigned long mark, const PC_ResultCode resultCode) {
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// update prev and next
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if (coord.q == PC_VOID) {
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if (coord.prev != NULL && &coord != _currentChord)
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coord.prev->next = coord.next;
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if (coord.next != NULL && &coord != _currentChord)
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coord.next->prev = coord.prev;
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coord.mark = mark;
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}
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coord.q = resultCode;
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}
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/**
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* @brief Next, if it's not at the end, it goes to the next coord.
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*/
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inline void Next () {
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if (_currentChord != NULL)
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_currentChord = _currentChord->next;
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}
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/**
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* @brief GetCurrent returns the current FaceType pointer and edge.
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* @param face_edge A std::pair where to store the FaceType pointer and the edge index.
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*/
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inline void GetCurrent (std::pair<size_t, unsigned char> &face_edge) {
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if (_currentChord != NULL) {
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face_edge.first = (_currentChord - &_Chords[0])/2;
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face_edge.second = (_currentChord - &_Chords[0])%2;
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} else {
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face_edge.first = std::numeric_limits<size_t>::max();
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face_edge.second = 0;
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}
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}
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/**
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* @brief End says if an end has been reached.
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* @return true if an end has been reached, false otherwise.
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*/
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inline bool End () {
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return _currentChord == NULL;
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}
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private:
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std::vector<PC_Chord> _Chords;
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PC_Chord *_currentChord;
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};
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/**
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* @brief The LinkCondition class provides a tool to check if a polychord satisfies the link conditions.
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*/
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class LinkConditions {
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private:
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typedef long int LCVertexIndex;
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typedef std::set<LCVertexIndex> LCVertexStar; // define the star of a vertex
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typedef long int LCEdgeIndex;
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typedef std::set<LCEdgeIndex> LCEdgeStar; // define the set of edges whose star involves a vertex
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/**
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* @brief The LCVertex struct represents a vertex for the Link Conditions.
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*/
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struct LCVertex {
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LCVertexStar star; // vertex star
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LCEdgeStar edges; // list of edges whose star involves this vertex
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LCVertex(){} // default constructor
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LCVertex(const LCVertex &lcVertex) { // copy constructor
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star = lcVertex.star;
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edges = lcVertex.edges;
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}
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LCVertex & operator=(const LCVertex &lcVertex) { // assignment operator
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star = lcVertex.star;
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edges = lcVertex.edges;
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return *this;
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}
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void reset() { star.clear(); edges.clear(); } // reset
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};
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/**
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* @brief The LCEdge struct represents an edge for the Link Conditions.
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*/
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struct LCEdge {
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LCVertexIndex v1, v2; // endpoints
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LCVertexStar star; // edge star
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LCEdge() {v1 = v2 = -1;} // default contructor
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LCEdge(const LCEdge &lcEdge) { // copy constructor
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v1 = lcEdge.v1;
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v2 = lcEdge.v2;
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star = lcEdge.star;
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}
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LCEdge & operator=(const LCEdge &lcEdge) { // assignment operator
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v1 = lcEdge.v1;
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v2 = lcEdge.v2;
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star = lcEdge.star;
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return *this;
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}
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void reset() { // reset
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v1 = -1;
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v2 = -1;
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star.clear();
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}
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};
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public:
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/**
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* @brief LinkCondition constructor.
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* @param size The number of vertices of the mesh.
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*/
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LinkConditions (const size_t size) : _lcVertices(size) { }
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/**
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* @brief Resize just resets the size of the container.
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* @param size
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*/
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inline void Resize(const size_t size) {
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_lcVertices.resize(size);
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LC_ResetStars();
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}
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/**
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* @brief CheckLinkConditions checks if collapsing the polychord starting from startPos
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* satisfies the link conditions.
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* @warning The polychord starts from startPos and ends to itself (if it's a loop) or to a border. In the latter case,
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* call this method starting from the opposite border of the strip of quads.
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* @param mesh The mesh for getting the vertex index.
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* @param startPos The starting position of the polychord.
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* @return true if satisfied, false otherwise.
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*/
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bool CheckLinkConditions (const PolyMeshType &mesh, const vcg::face::Pos<FaceType> &startPos) {
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assert(!startPos.IsNull());
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assert(mesh.vert.size() == _lcVertices.size());
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std::vector<LCEdge> lcEdges;
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LCVertexStar intersection;
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// reset the stars
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LC_ResetStars();
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// compute the stars
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LC_computeStars(mesh, startPos, lcEdges);
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// for each edge e = (v1,v2)
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// if intersection( star(v1) , star(v2) ) == star(e)
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// then collapse e
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// else
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// return false (i.e. link conditions not satisfied)
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for (size_t e = 0; e < lcEdges.size(); e++) {
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// compute the intersetion
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intersection.clear();
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std::set_intersection(_lcVertices[lcEdges[e].v1].star.begin(), _lcVertices[lcEdges[e].v1].star.end(),
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_lcVertices[lcEdges[e].v2].star.begin(), _lcVertices[lcEdges[e].v2].star.end(),
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std::inserter(intersection, intersection.end()));
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// if intersection( star(v1) , star(v2) ) != star(e) then return false
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if (intersection != lcEdges[e].star)
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return false;
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// else simulate the collapse
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LC_SimulateEdgeCollapse(lcEdges, e);
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}
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// at this point all collapses are possible, thus return true
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return true;
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}
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private:
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/**
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* @brief LC_ResetStars resets the stars on a polychord.
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*/
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void LC_ResetStars() {
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for (size_t v = 0; v < _lcVertices.size(); v++)
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_lcVertices[v].reset();
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}
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/**
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* @brief LC_computeStars computes the stars of edges and vertices of the polychord from the starting pos
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* either to itself (if it's a loop) or to the border edge.
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* @param mesh The mesh for getting the vertex index.
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* @param startPos Starting position.
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* @param lcEdges Vector of edge stars.
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*/
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void LC_computeStars (const PolyMeshType &mesh, const vcg::face::Pos<FaceType> &startPos, std::vector<LCEdge> &lcEdges) {
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assert(!startPos.IsNull());
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assert(mesh.vert.size() == _lcVertices.size());
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vcg::face::Pos<FaceType> runPos = startPos;
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vcg::face::JumpingPos<FaceType> vStarPos;
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vcg::face::Pos<FaceType> eStarPos;
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LCEdgeIndex edgeInd = -1;
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size_t nEdges = 0;
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// count how many edges
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do {
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nEdges++;
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// go on the next edge
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runPos.FlipE();
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runPos.FlipV();
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runPos.FlipE();
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runPos.FlipF();
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} while (runPos != startPos && !runPos.IsBorder());
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if (runPos.IsBorder())
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nEdges++;
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// resize the vector of edges
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lcEdges.resize(nEdges);
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for (size_t e = 0; e < nEdges; e++)
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lcEdges[e].reset();
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/// compute the star of all the vertices and edges seen from the polychord
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runPos = startPos;
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do {
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// access the next lcedge
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edgeInd++;
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// set lcvertices references
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lcEdges[edgeInd].v1 = vcg::tri::Index(mesh, runPos.V());
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lcEdges[edgeInd].v2 = vcg::tri::Index(mesh, runPos.VFlip());
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// add this edge to its vertices edge-stars
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_lcVertices[lcEdges[edgeInd].v1].edges.insert(edgeInd);
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_lcVertices[lcEdges[edgeInd].v2].edges.insert(edgeInd);
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// compute the star of this edge
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lcEdges[edgeInd].star.insert(lcEdges[edgeInd].v1); // its endpoints, clearly
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lcEdges[edgeInd].star.insert(lcEdges[edgeInd].v2); // its endpoints, clearly
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// navigate over the other vertices of this facet
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eStarPos = runPos;
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eStarPos.FlipE();
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eStarPos.FlipV();
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while (eStarPos.V() != runPos.VFlip()) {
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// add current vertex to the star of this edge
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lcEdges[edgeInd].star.insert(vcg::tri::Index(mesh, eStarPos.V()));
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// add this edge to the edge-star of the current vertex
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_lcVertices[vcg::tri::Index(mesh, eStarPos.V())].edges.insert(edgeInd);
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// go on
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eStarPos.FlipE();
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eStarPos.FlipV();
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}
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// go on the opposite facet
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if (!runPos.IsBorder()) {
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eStarPos = runPos;
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eStarPos.FlipF();
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eStarPos.FlipE();
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eStarPos.FlipV();
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while (eStarPos.V() != runPos.VFlip()) {
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// add current vertex to the star of this edge
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lcEdges[edgeInd].star.insert(vcg::tri::Index(mesh, eStarPos.V()));
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// add this edge to the edge-star of the current vertex
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_lcVertices[vcg::tri::Index(mesh, eStarPos.V())].edges.insert(edgeInd);
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// go on
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eStarPos.FlipE();
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eStarPos.FlipV();
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}
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}
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// compute the star of vertex v2
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runPos.FlipV();
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vStarPos.Set(runPos.F(), runPos.E(), runPos.V());
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// v2 is in its star
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_lcVertices[vcg::tri::Index(mesh, vStarPos.V())].star.insert(vcg::tri::Index(mesh, vStarPos.V()));
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do {
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vStarPos.FlipV();
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vStarPos.FlipE();
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while (vStarPos.V() != runPos.V()) {
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// add the current vertex to the v2 star
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_lcVertices[vcg::tri::Index(mesh, runPos.V())].star.insert(vcg::tri::Index(mesh, vStarPos.V()));
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// add v2 to the star of the current vertex
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_lcVertices[vcg::tri::Index(mesh, vStarPos.V())].star.insert(vcg::tri::Index(mesh, runPos.V()));
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vStarPos.FlipV();
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vStarPos.FlipE();
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}
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vStarPos.NextFE();
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} while (vStarPos != runPos);
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// compute the star of vertex v1
|
|
runPos.FlipV();
|
|
vStarPos.Set(runPos.F(), runPos.E(), runPos.V());
|
|
// v1 is in its star
|
|
_lcVertices[vcg::tri::Index(mesh, vStarPos.V())].star.insert(vcg::tri::Index(mesh, vStarPos.V()));
|
|
do {
|
|
vStarPos.FlipV();
|
|
vStarPos.FlipE();
|
|
while (vStarPos.V() != runPos.V()) {
|
|
// add the current vertex to the v2 star
|
|
_lcVertices[vcg::tri::Index(mesh, runPos.V())].star.insert(vcg::tri::Index(mesh, vStarPos.V()));
|
|
// add v2 to the star of the current vertex
|
|
_lcVertices[vcg::tri::Index(mesh, vStarPos.V())].star.insert(vcg::tri::Index(mesh, runPos.V()));
|
|
vStarPos.FlipV();
|
|
vStarPos.FlipE();
|
|
}
|
|
vStarPos.NextFE();
|
|
} while (vStarPos != runPos);
|
|
|
|
// when arrive to a border, stop
|
|
if (runPos != startPos && runPos.IsBorder())
|
|
break;
|
|
|
|
// go on the next edge
|
|
runPos.FlipE();
|
|
runPos.FlipV();
|
|
runPos.FlipE();
|
|
runPos.FlipF();
|
|
} while (runPos != startPos);
|
|
|
|
// check if the starting pos or the border has been reached
|
|
assert(runPos == startPos || runPos.IsBorder());
|
|
}
|
|
|
|
/**
|
|
* @brief LC_SimulateEdgeCollapse simulates an edge collapse by updating the stars involved.
|
|
* @param lcEdges The vector of edges.
|
|
* @param edgeInd The in dex of the edge to collapse.
|
|
*/
|
|
void LC_SimulateEdgeCollapse (std::vector<LCEdge> &lcEdges, const LCEdgeIndex edgeInd) {
|
|
// let v1 and v2 be the two end points
|
|
LCVertexIndex v1 = lcEdges[edgeInd].v1;
|
|
LCVertexIndex v2 = lcEdges[edgeInd].v2;
|
|
LCVertexIndex v = -1;
|
|
|
|
/// v2 merges into v1:
|
|
// star(v1) = star(v1) U star(v2)
|
|
_lcVertices[v1].star.insert(_lcVertices[v2].star.begin(), _lcVertices[v2].star.end());
|
|
_lcVertices[v1].star.erase(v2); // remove v2 from v1-star
|
|
_lcVertices[v2].star.erase(v1); // remove v1 from v2-star
|
|
// foreach v | v2 \in star(v) [i.e. v \in star(v2)]
|
|
// star(v) = star(v) U {v1} \ {v2}
|
|
for (typename LCVertexStar::iterator vIt = _lcVertices[v2].star.begin(); vIt != _lcVertices[v2].star.end(); vIt++) {
|
|
v = *vIt;
|
|
if (v == v2) // skip v2 itself
|
|
continue;
|
|
_lcVertices[v].star.insert(v1);
|
|
_lcVertices[v].star.erase(v2);
|
|
}
|
|
/// update the star of the edges which include v1 and v2 in their star
|
|
// foreach e | v1 \in star(e) ^ v2 \in star(e)
|
|
// star(e) = star(e) \ {v1,v2} U {v1}
|
|
for (typename LCEdgeStar::iterator eIt = _lcVertices[v1].edges.begin(); eIt != _lcVertices[v1].edges.end(); eIt++)
|
|
lcEdges[*eIt].star.erase(v2);
|
|
for (typename LCEdgeStar::iterator eIt = _lcVertices[v2].edges.begin(); eIt != _lcVertices[v2].edges.end(); eIt++) {
|
|
lcEdges[*eIt].star.erase(v2);
|
|
lcEdges[*eIt].star.insert(v1);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* @brief _lcVertices is a vector of vertex stars for the link conditions.
|
|
*/
|
|
std::vector<LCVertex> _lcVertices;
|
|
};
|
|
|
|
|
|
// PolychordCollapse's methods begin here::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
|
|
|
|
/**
|
|
* @brief CollapsePolychord performs all checks and then collapses the polychord.
|
|
*
|
|
* @warning This function deletes faces and vertices by calling
|
|
* vcg::tri::Allocator<PolyMeshType>::DeleteFace() and
|
|
* vcg::tri::Allocator<PolyMeshType>::DeleteVertex().
|
|
* The object PC_Chords chords is used to track the polychords, and it has got
|
|
* a size proportional to that of the mesh face container. If you actually
|
|
* delete faces and vertices by calling vcg::tri::Allocator<PolyMeshType>::CompactFaceVector()
|
|
* and vcg::tri::Allocator<PolyMeshType>::CompactVertexVector() after this function,
|
|
* object PC_Chords chords then is not valid any more, so you MUST rearrange it
|
|
* by calling PC_Chords.Reset(). For the same reason, you MUST rearrange LinkConditions linkConditions
|
|
* by calling LinkConditions.Resize().
|
|
* However, for efficiency, you SHOULD compact vertex and face containers at the end of all your
|
|
* polychord collapsing operations, without having to rearrange chords and linkConditions.
|
|
* The function CollapseAllPolychords() does this for you.
|
|
*
|
|
* @note Vertex flags, face flags, FF adjacency and FV adjacency are required. Not anything else.
|
|
* Such components are automatically updated here. If the mesh has other components that may be
|
|
* affected by this editing, you should update them later by yourself.
|
|
*
|
|
* @param mesh The polygonal mesh used for getting the face index and deleting the faces
|
|
* (it SHOULD have the vcg::face::PolyInfo component).
|
|
* @param pos Position of the polychord.
|
|
* @param mark Mark for the current polychord.
|
|
* @param chords Vector of chords.
|
|
* @param linkConditions Link conditions checker.
|
|
* @param checkSing true if singularities on both sides are not allowed.
|
|
* @return A PC_ResultCode resulting from checks or PC_SUCCESS if the collapse has been performed.
|
|
*/
|
|
static PC_ResultCode CollapsePolychord (PolyMeshType &mesh,
|
|
const vcg::face::Pos<FaceType> &pos,
|
|
const unsigned long mark,
|
|
PC_Chords &chords,
|
|
LinkConditions &linkConditions,
|
|
const bool checkSing = true) {
|
|
vcg::tri::RequirePerVertexFlags(mesh);
|
|
vcg::tri::RequirePerFaceFlags(mesh);
|
|
|
|
if (mesh.IsEmpty())
|
|
return PC_VOID;
|
|
|
|
if (pos.IsNull())
|
|
return PC_VOID;
|
|
|
|
vcg::face::Pos<FaceType> tempPos, startPos;
|
|
|
|
// check if the sequence of facets is a polychord and find the starting coord
|
|
PC_ResultCode resultCode = CheckPolychordFindStartPosition(pos, startPos, checkSing);
|
|
// if not successful, visit the sequence for marking it and return
|
|
if (resultCode != PC_SUCCESS) {
|
|
// if not manifold, visit the entire polychord ending on the non-manifold edge
|
|
if (resultCode == PC_NOTMANIF) {
|
|
tempPos = pos;
|
|
VisitPolychord(mesh, tempPos, chords, mark, resultCode);
|
|
if (tempPos.IsManifold() && !tempPos.IsBorder()) {
|
|
tempPos.FlipF();
|
|
VisitPolychord(mesh, tempPos, chords, mark, resultCode);
|
|
}
|
|
return resultCode;
|
|
}
|
|
// if not quad, visit all the polychords passing through this coord
|
|
if (resultCode == PC_NOTQUAD) {
|
|
tempPos = startPos;
|
|
do {
|
|
if (!tempPos.IsBorder()) {
|
|
tempPos.FlipF();
|
|
VisitPolychord(mesh, tempPos, chords, mark, resultCode);
|
|
tempPos.FlipF();
|
|
}
|
|
tempPos.FlipV();
|
|
tempPos.FlipE();
|
|
} while (tempPos != startPos);
|
|
}
|
|
VisitPolychord(mesh, startPos, chords, mark, resultCode);
|
|
return resultCode;
|
|
}
|
|
// check if the link conditions are satisfied
|
|
bool lc = linkConditions.CheckLinkConditions(mesh, startPos);
|
|
// if not satisfied, visit the sequence for marking it and return
|
|
if (!lc) {
|
|
VisitPolychord(mesh, startPos, chords, mark, PC_NOLINKCOND);
|
|
return PC_NOLINKCOND;
|
|
}
|
|
// check if the polychord does not intersect itself
|
|
bool si = IsPolychordSelfIntersecting(mesh, startPos, chords, mark);
|
|
// if it self-intersects, visit the polychord for marking it and return
|
|
if (si) {
|
|
VisitPolychord(mesh, startPos, chords, mark, PC_SELFINTERSECT);
|
|
return PC_SELFINTERSECT;
|
|
}
|
|
// at this point the polychord is collapsable, visit it for marking
|
|
VisitPolychord(mesh, startPos, chords, mark, PC_SUCCESS);
|
|
|
|
// now collapse
|
|
CoordType point;
|
|
int valenceA = 0, valenceB = 0;
|
|
vcg::face::Pos<FaceType> runPos = startPos;
|
|
vcg::face::JumpingPos<FaceType> tmpPos;
|
|
bool onSideA = false, onSideB = false;
|
|
vcg::face::Pos<FaceType> sideA, sideB;
|
|
typedef std::queue<VertexPointer *> FacesVertex;
|
|
typedef std::pair<VertexPointer, FacesVertex> FacesVertexPair;
|
|
typedef std::queue<FacesVertexPair> FacesVertexPairQueue;
|
|
FacesVertexPairQueue vQueue;
|
|
typedef std::pair<FacePointer *, FacePointer> FFpPair;
|
|
typedef std::pair<char *, char> FFiPair;
|
|
typedef std::pair<FFpPair, FFiPair> FFPair;
|
|
typedef std::queue<FFPair> FFQueue;
|
|
FFQueue ffQueue;
|
|
std::queue<VertexPointer> verticesToDeleteQueue;
|
|
std::queue<FacePointer> facesToDeleteQueue;
|
|
|
|
if (checkSing) {
|
|
do {
|
|
runPos.FlipV();
|
|
valenceB = runPos.NumberOfIncidentVertices();
|
|
tmpPos.Set(runPos.F(), runPos.E(), runPos.V());
|
|
if (tmpPos.FindBorder())
|
|
valenceB++;
|
|
runPos.FlipV();
|
|
valenceA = runPos.NumberOfIncidentVertices();
|
|
tmpPos.Set(runPos.F(), runPos.E(), runPos.V());
|
|
if (tmpPos.FindBorder())
|
|
valenceA++;
|
|
if (valenceA != 4)
|
|
onSideA = true;
|
|
if (valenceB != 4)
|
|
onSideB = true;
|
|
assert(!onSideA || !onSideB);
|
|
|
|
if (runPos != startPos && runPos.IsBorder())
|
|
break;
|
|
|
|
// go on next edge/face
|
|
runPos.FlipE();
|
|
runPos.FlipV();
|
|
runPos.FlipE();
|
|
runPos.FlipF();
|
|
} while (runPos != startPos);
|
|
}
|
|
|
|
runPos = startPos;
|
|
do {
|
|
// compute new vertex
|
|
point = (runPos.V()->P() + runPos.VFlip()->P()) / 2.f;
|
|
if (checkSing) {
|
|
if (onSideA)
|
|
point = runPos.V()->P();
|
|
if (onSideB)
|
|
point = runPos.VFlip()->P();
|
|
}
|
|
runPos.V()->P() = point;
|
|
// list the vertex pointer of the faces on the other side to be updated
|
|
vQueue.push(FacesVertexPair());
|
|
vQueue.back().first = runPos.V();
|
|
tmpPos.Set(runPos.F(), runPos.E(), runPos.V());
|
|
tmpPos.FlipV();
|
|
tmpPos.NextFE(); // go to next face
|
|
while (tmpPos.F() != runPos.F()) {
|
|
if (tmpPos.F() != runPos.FFlip())
|
|
vQueue.back().second.push(&tmpPos.F()->V(tmpPos.VInd()));
|
|
tmpPos.NextFE(); // go to next face
|
|
}
|
|
|
|
// enqueue to delete the other vertex
|
|
verticesToDeleteQueue.push(runPos.VFlip());
|
|
|
|
// list the adjacencies
|
|
sideA = runPos;
|
|
sideA.FlipE();
|
|
sideA.FlipF();
|
|
sideB = runPos;
|
|
sideB.FlipV();
|
|
sideB.FlipE();
|
|
sideB.FlipF();
|
|
// first side
|
|
if (!sideA.IsBorder()) {
|
|
ffQueue.push(FFPair(FFpPair(),FFiPair()));
|
|
ffQueue.back().first.first = &sideA.F()->FFp(sideA.E());
|
|
ffQueue.back().second.first = &sideA.F()->FFi(sideA.E());
|
|
if (!sideB.IsBorder()) {
|
|
ffQueue.back().first.second = sideB.F();
|
|
ffQueue.back().second.second = sideB.E();
|
|
} else {
|
|
ffQueue.back().first.second = sideA.F();
|
|
ffQueue.back().second.second = sideA.E();
|
|
}
|
|
}
|
|
// second side
|
|
if (!sideB.IsBorder()) {
|
|
ffQueue.push(FFPair(FFpPair(),FFiPair()));
|
|
ffQueue.back().first.first = &sideB.F()->FFp(sideB.E());
|
|
ffQueue.back().second.first = &sideB.F()->FFi(sideB.E());
|
|
if (!sideA.IsBorder()) {
|
|
ffQueue.back().first.second = sideA.F();
|
|
ffQueue.back().second.second = sideA.E();
|
|
} else {
|
|
ffQueue.back().first.second = sideB.F();
|
|
ffQueue.back().second.second = sideB.E();
|
|
}
|
|
}
|
|
|
|
// enqueue to delete the face
|
|
facesToDeleteQueue.push(runPos.F());
|
|
|
|
// go on next edge/face
|
|
runPos.FlipE();
|
|
runPos.FlipV();
|
|
runPos.FlipE();
|
|
runPos.FlipF();
|
|
} while (runPos != startPos && !runPos.IsBorder());
|
|
assert(runPos == startPos || vcg::face::IsBorder(*startPos.F(),startPos.E()));
|
|
if (runPos.IsBorder()) {
|
|
// compute new vertex on the last (border) edge
|
|
point = (runPos.V()->P() + runPos.VFlip()->P()) / 2.f;
|
|
if (checkSing) {
|
|
if (onSideA)
|
|
point = runPos.V()->P();
|
|
if (onSideB)
|
|
point = runPos.VFlip()->P();
|
|
}
|
|
runPos.V()->P() = point;
|
|
// list the vertex pointer of the faces on the other side to be updated
|
|
vQueue.push(FacesVertexPair());
|
|
vQueue.back().first = runPos.V();
|
|
tmpPos.Set(runPos.F(), runPos.E(), runPos.V());
|
|
tmpPos.FlipV();
|
|
tmpPos.NextFE(); // go to next face
|
|
while (tmpPos.F() != runPos.F()) {
|
|
vQueue.back().second.push(&tmpPos.F()->V(tmpPos.VInd()));
|
|
tmpPos.NextFE();
|
|
}
|
|
|
|
// enqueue to delete the other vertex
|
|
verticesToDeleteQueue.push(runPos.VFlip());
|
|
}
|
|
|
|
// update vertices
|
|
while (!vQueue.empty()) {
|
|
while (!vQueue.front().second.empty()) {
|
|
*vQueue.front().second.front() = vQueue.front().first;
|
|
vQueue.front().second.pop();
|
|
}
|
|
vQueue.pop();
|
|
}
|
|
|
|
// update adjacencies
|
|
while (!ffQueue.empty()) {
|
|
*ffQueue.front().first.first = ffQueue.front().first.second;
|
|
*ffQueue.front().second.first = ffQueue.front().second.second;
|
|
ffQueue.pop();
|
|
}
|
|
|
|
// delete faces
|
|
while (!facesToDeleteQueue.empty()) {
|
|
vcg::tri::Allocator<PolyMeshType>::DeleteFace(mesh, *facesToDeleteQueue.front());
|
|
facesToDeleteQueue.pop();
|
|
}
|
|
|
|
// delete vertices
|
|
while (!verticesToDeleteQueue.empty()) {
|
|
vcg::tri::Allocator<PolyMeshType>::DeleteVertex(mesh, *verticesToDeleteQueue.front());
|
|
verticesToDeleteQueue.pop();
|
|
}
|
|
|
|
return PC_SUCCESS;
|
|
}
|
|
|
|
/**
|
|
* @brief CollapseAllPolychords finds and collapses all the polychords.
|
|
* @param mesh The input polygonal mesh (it SHOULD have the vcg::face::PolyInfo component).
|
|
* @param checkSing true if singularities on both sides of a polychord are not allowed.
|
|
*/
|
|
static void CollapseAllPolychords (PolyMeshType &mesh, const bool checkSing = true) {
|
|
vcg::tri::RequireFFAdjacency(mesh);
|
|
|
|
if (mesh.IsEmpty())
|
|
return;
|
|
|
|
vcg::face::Pos<FaceType> pos;
|
|
PC_ResultCode resultCode;
|
|
std::pair<size_t, unsigned char> face_edge;
|
|
// construct the link conditions checker
|
|
LinkConditions linkConditions(mesh.vert.size());
|
|
// construct the vector of chords
|
|
PC_Chords chords(mesh);
|
|
unsigned long mark = 0;
|
|
|
|
// iterate over all the chords
|
|
while (!chords.End()) {
|
|
// get the current coord
|
|
chords.GetCurrent(face_edge);
|
|
// construct a pos on the face and edge of the current coord
|
|
pos.Set(&mesh.face[face_edge.first], face_edge.second, mesh.face[face_edge.first].V(face_edge.second));
|
|
// (try to) collapse the polychord
|
|
resultCode = CollapsePolychord(mesh, pos, mark, chords, linkConditions, checkSing);
|
|
// go to the next coord
|
|
chords.Next();
|
|
|
|
// increment the mark
|
|
mark++;
|
|
if (mark == std::numeric_limits<unsigned long>::max()) {
|
|
chords.ResetMarks();
|
|
mark = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* @brief SplitPolychord splits a polychord into n polychords by inserting all the needed faces.
|
|
* @param mesh is the input polygonal mesh.
|
|
* @param pos is a position into the polychord (not necessarily the starting border).
|
|
* @param n is the number of polychords to replace the input one.
|
|
* @param facesToUpdate is a vector of face pointers to be updated after re-allocation.
|
|
* @param verticesToUpdate is a vector of vertex pointers to be updated after re-allocation.
|
|
*/
|
|
static void SplitPolychord (PolyMeshType &mesh, const vcg::face::Pos<FaceType> &pos, const size_t n,
|
|
std::vector<FacePointer *> &facesToUpdate = std::vector<FacePointer *>(),
|
|
std::vector<VertexPointer *> &verticesToUpdate = std::vector<VertexPointer *>()) {
|
|
if (mesh.IsEmpty())
|
|
return;
|
|
if (pos.IsNull())
|
|
return;
|
|
if (n <= 1)
|
|
return;
|
|
|
|
// find the real starting position (is the polychord a strip or a ring?) and count how many faces there are
|
|
size_t fn = 0;
|
|
bool polyBorderFound = false;
|
|
vcg::face::Pos<FaceType> startPos = pos;
|
|
do {
|
|
// check if all faces are 4-sided
|
|
if (startPos.F()->VN() != 4)
|
|
return;
|
|
// check manifoldness
|
|
if (IsVertexAdjacentToAnyNonManifoldEdge(startPos))
|
|
return;
|
|
|
|
// increase the number of faces
|
|
fn++;
|
|
|
|
// go on the opposite edge
|
|
startPos.FlipE();
|
|
startPos.FlipV();
|
|
startPos.FlipE();
|
|
|
|
// if the first border has been reached, go on the other direction to find the other border
|
|
if (!polyBorderFound && startPos != pos && startPos.IsBorder()) {
|
|
// check manifoldness
|
|
if (IsVertexAdjacentToAnyNonManifoldEdge(startPos))
|
|
return;
|
|
startPos = pos;
|
|
polyBorderFound = true;
|
|
}
|
|
|
|
// if the other border has been reached, stop
|
|
if (polyBorderFound && startPos.IsBorder()) {
|
|
// check manifoldness
|
|
if (IsVertexAdjacentToAnyNonManifoldEdge(startPos))
|
|
return;
|
|
break;
|
|
}
|
|
|
|
// check manifoldness
|
|
if (!startPos.IsManifold())
|
|
return;
|
|
// go onto the next face
|
|
startPos.FlipF();
|
|
} while (startPos != pos);
|
|
|
|
// as every face has an orientation, ensure that the new polychords are inserted on the right of the starting pos
|
|
startPos.FlipE();
|
|
int e = startPos.E();
|
|
startPos.FlipE();
|
|
if (startPos.F()->Next(startPos.E()) != e)
|
|
startPos.FlipV();
|
|
|
|
// compute the number of faces and vertices that must be added to the mesh in order to insert the new polychords
|
|
size_t FN = fn * (n - 1);
|
|
size_t VN = FN;
|
|
if (startPos.IsBorder())
|
|
VN += n - 1;
|
|
|
|
// add the starting position's face and vertex pointers to the list of things to update after re-allocation
|
|
facesToUpdate.push_back(&startPos.F());
|
|
verticesToUpdate.push_back(&startPos.V());
|
|
|
|
// add faces to the mesh
|
|
FaceIterator firstAddedFaceIt = vcg::tri::Allocator<PolyMeshType>::AddFaces(mesh, FN, facesToUpdate);
|
|
// add vertices to the mesh
|
|
VertexIterator firstAddedVertexIt = vcg::tri::Allocator<PolyMeshType>::AddVertices(mesh, VN, verticesToUpdate);
|
|
|
|
// delete the added starting position's face and vertex pointers
|
|
facesToUpdate.pop_back();
|
|
verticesToUpdate.pop_back();
|
|
|
|
// allocate and initialize 4 vertices and ffAdj for each new face
|
|
for (FaceIterator fIt = firstAddedFaceIt; fIt != mesh.face.end(); fIt++) {
|
|
fIt->Alloc(4);
|
|
for (size_t j = 0; j < 4; j++) {
|
|
fIt->FFp(j) = &*fIt;
|
|
fIt->FFi(j) = j;
|
|
}
|
|
}
|
|
|
|
// some variables
|
|
size_t ln = fn;
|
|
if (startPos.IsBorder())
|
|
ln++;
|
|
FacePointer lf = NULL; // face on the left to the current one
|
|
int lfre = 0; // right edge of lf
|
|
VertexPointer * lfbrV = NULL; // address of the bottom-right vertex pointer of lf
|
|
VertexPointer * lftrV = NULL; // address of the top-right vertex pointer of lf
|
|
CoordType lvP;
|
|
CoordType svP;
|
|
typedef std::pair<FacePointer,int> FaceEdge;
|
|
typedef std::pair<FaceEdge,FaceEdge> FaceFaceAdj;
|
|
typedef std::pair<VertexPointer *,VertexPointer> FaceVertexAdj;
|
|
std::queue<FaceFaceAdj> ffAdjQueue; // face-to-face adjacency queue
|
|
std::queue<FaceVertexAdj> fvAdjQueue; // face-to-vertex adjacency queue
|
|
bool currentFaceBottomIsBorder = false;
|
|
|
|
// map faces to lines' number
|
|
vcg::face::Pos<FaceType> runPos = startPos;
|
|
std::map<FacePointer,size_t> faceLineMap;
|
|
typename std::map<FacePointer,size_t>::iterator faceLineIt;
|
|
for (size_t i = 0; i < fn; i++) {
|
|
faceLineMap.insert(std::pair<FacePointer,size_t>(runPos.F(), i));
|
|
runPos.FlipE();
|
|
runPos.FlipV();
|
|
runPos.FlipE();
|
|
runPos.FlipF();
|
|
}
|
|
|
|
// scan the polychord and add adj into queues
|
|
runPos = startPos;
|
|
for (size_t i = 0; i < fn; i++) {
|
|
// store links to the current left face
|
|
lf = runPos.F();
|
|
currentFaceBottomIsBorder = runPos.IsBorder();
|
|
lvP = runPos.VFlip()->P();
|
|
svP = (runPos.V()->P() - lvP) / n;
|
|
runPos.FlipE();
|
|
lfre = runPos.E();
|
|
lfbrV = &runPos.F()->V(runPos.VInd());
|
|
runPos.FlipV();
|
|
lftrV = &runPos.F()->V(runPos.VInd());
|
|
// set the current line's last face's right ff adjacency
|
|
if (!runPos.IsBorder()) {
|
|
faceLineIt = faceLineMap.find(runPos.FFlip());
|
|
if (faceLineIt != faceLineMap.end()) // a 2-valence vertex caused the polychord to blend and touch itself
|
|
ffAdjQueue.push(FaceFaceAdj(FaceEdge(&*(firstAddedFaceIt + (i+1)*(n-1) - 1), 1), FaceEdge(&*(firstAddedFaceIt + (faceLineIt->second+1)*(n-1) - 1), 1)));
|
|
else
|
|
ffAdjQueue.push(FaceFaceAdj(FaceEdge(&*(firstAddedFaceIt + (i+1)*(n-1) - 1), 1), FaceEdge(runPos.FFlip(), runPos.F()->FFi(runPos.E()))));
|
|
}
|
|
// set the current line's last face's bottom right vertex's coords
|
|
(firstAddedVertexIt + (i+1)*(n-1) - 1)->P() = lvP + svP * (n - 1);
|
|
// set the current line's last face's bottom right vertex
|
|
fvAdjQueue.push(FaceVertexAdj(&(firstAddedFaceIt + (i+1)*(n-1) - 1)->V(1), runPos.VFlip()));
|
|
// set the current face's top left vertex
|
|
fvAdjQueue.push(FaceVertexAdj(&(firstAddedFaceIt + (i+1)*(n-1) - 1)->V(2), runPos.V()));
|
|
runPos.FlipE();
|
|
if (!runPos.IsBorder())
|
|
runPos.FlipF();
|
|
else
|
|
for (size_t j = 0; j < n-1; j++)
|
|
// set the current face's bottom right vertex's coords
|
|
(firstAddedVertexIt + (i+1)*(n-1) + j)->P() = runPos.VFlip()->P() +
|
|
(runPos.V()->P() - runPos.VFlip()->P()) / n * (j+1);
|
|
|
|
// run horizontally on the current line of the grid
|
|
for (size_t j = 0; j < n-1; j++) {
|
|
// set the current face's left ff adj
|
|
ffAdjQueue.push(FaceFaceAdj(FaceEdge(lf, lfre), FaceEdge(&*(firstAddedFaceIt + i*(n-1) + j), 3)));
|
|
// set the current face's bottom ff adjacency
|
|
if (!currentFaceBottomIsBorder)
|
|
ffAdjQueue.push(FaceFaceAdj(FaceEdge(&*(firstAddedFaceIt + ((i+fn-1)%fn)*(n-1) + j), 2), FaceEdge(&*(firstAddedFaceIt + i*(n-1) + j), 0)));
|
|
// set the current face's bottom right vertex's coords
|
|
(firstAddedVertexIt + i*(n-1) + j)->P() = lvP + svP * (j+1);
|
|
// set the left face's bottom right vertex
|
|
fvAdjQueue.push(FaceVertexAdj(lfbrV, &*(firstAddedVertexIt + i*(n-1) + j)));
|
|
// set the current face's bottom left vertex
|
|
fvAdjQueue.push(FaceVertexAdj(&(firstAddedFaceIt + i*(n-1) + j)->V(0), &*(firstAddedVertexIt + i*(n-1) + j)));
|
|
// set the left face's top right vertex
|
|
fvAdjQueue.push(FaceVertexAdj(lftrV, &*(firstAddedVertexIt + ((i+1)%ln)*(n-1) + j)));
|
|
// set the current face's top left vertex
|
|
fvAdjQueue.push(FaceVertexAdj(&(firstAddedFaceIt + i*(n-1) + j)->V(3), &*(firstAddedVertexIt + ((i+1)%ln)*(n-1) + j)));
|
|
|
|
// update temporary variables
|
|
lf = &*(firstAddedFaceIt + i*(n-1) + j);
|
|
lfre = 1;
|
|
lfbrV = &(firstAddedFaceIt + i*(n-1) + j)->V(1);
|
|
lftrV = &(firstAddedFaceIt + i*(n-1) + j)->V(2);
|
|
}
|
|
}
|
|
|
|
// now apply ff adj changes
|
|
while (!ffAdjQueue.empty()) {
|
|
// the left/bottom face links to the right/top face
|
|
ffAdjQueue.front().first.first->FFp(ffAdjQueue.front().first.second) = ffAdjQueue.front().second.first;
|
|
ffAdjQueue.front().first.first->FFi(ffAdjQueue.front().first.second) = ffAdjQueue.front().second.second;
|
|
// the right/top face links to the left/bottom face
|
|
ffAdjQueue.front().second.first->FFp(ffAdjQueue.front().second.second) = ffAdjQueue.front().first.first;
|
|
ffAdjQueue.front().second.first->FFi(ffAdjQueue.front().second.second) = ffAdjQueue.front().first.second;
|
|
// pop from queue
|
|
ffAdjQueue.pop();
|
|
}
|
|
|
|
// and apply fv adj changes
|
|
while (!fvAdjQueue.empty()) {
|
|
*fvAdjQueue.front().first = fvAdjQueue.front().second;
|
|
fvAdjQueue.pop();
|
|
}
|
|
}
|
|
|
|
/**
|
|
* @brief CheckPolychordFindStartPosition checks if it's a collapsable polychord.
|
|
* @param pos Input The starting position.
|
|
* @param startPos Output the new starting position (in case of borders).
|
|
* @param checkSing true if singularities on both sides are not allowed.
|
|
* @return PC_SUCCESS if it's a collapsable polychord, otherwise the code for the cause (startPos is on it).
|
|
*/
|
|
static PC_ResultCode CheckPolychordFindStartPosition (const vcg::face::Pos<FaceType> &pos,
|
|
vcg::face::Pos<FaceType> &startPos,
|
|
const bool checkSing = true) {
|
|
assert(!pos.IsNull());
|
|
int valence = 0;
|
|
bool singSideA = false, singSideB = false;
|
|
bool borderSideA = false, borderSideB = false;
|
|
bool polyBorderFound = false;
|
|
vcg::face::JumpingPos<FaceType> jmpPos;
|
|
|
|
startPos = pos;
|
|
do {
|
|
// check if it is a quad
|
|
if (startPos.F()->VN() != 4)
|
|
return PC_NOTQUAD;
|
|
// check manifoldness
|
|
if (IsVertexAdjacentToAnyNonManifoldEdge(startPos))
|
|
return PC_NOTMANIF;
|
|
startPos.FlipV();
|
|
if (IsVertexAdjacentToAnyNonManifoldEdge(startPos))
|
|
return PC_NOTMANIF;
|
|
startPos.FlipV();
|
|
|
|
// check if side A is on border
|
|
startPos.FlipE();
|
|
if (startPos.IsBorder())
|
|
borderSideA = true;
|
|
startPos.FlipE();
|
|
// check if side B is on border
|
|
startPos.FlipV();
|
|
startPos.FlipE();
|
|
if (startPos.IsBorder())
|
|
borderSideB = true;
|
|
startPos.FlipE();
|
|
startPos.FlipV();
|
|
|
|
// check if singularities are not in both sides
|
|
if (checkSing) {
|
|
// compute the valence of the vertex on side B
|
|
startPos.FlipV();
|
|
valence = startPos.NumberOfIncidentVertices();
|
|
// if the vertex is on border increment its valence by 1 (virtually connect it to a dummy vertex)
|
|
jmpPos.Set(startPos.F(), startPos.E(), startPos.V());
|
|
if (jmpPos.FindBorder())
|
|
valence++;
|
|
if (valence != 4)
|
|
singSideB = true;
|
|
// a 2-valence internl vertex cause a polychord to touch itself, producing non-2manifoldness
|
|
// in that case, a 2-valence vertex is dealt as 2 singularities in both sides
|
|
if (valence == 2 && !borderSideB)
|
|
singSideA = true;
|
|
// compute the valence of the vertex on side A
|
|
startPos.FlipV();
|
|
valence = startPos.NumberOfIncidentVertices();
|
|
// if the vertex is on border increment its valence by 1 (virtually connect it to a dummy vertex)
|
|
jmpPos.Set(startPos.F(), startPos.E(), startPos.V());
|
|
if (jmpPos.FindBorder())
|
|
valence++;
|
|
if (valence != 4)
|
|
singSideA = true;
|
|
// a 2-valence internal vertex cause a polychord to touch itself, producing non-2manifoldness
|
|
// in that case, a 2-valence vertex is dealt as 2 singularities in both sides
|
|
if (valence == 2 && !borderSideA)
|
|
singSideB = true;
|
|
}
|
|
|
|
// if the first border has been reached, go on the other direction to find the other border
|
|
if (startPos != pos && startPos.IsBorder() && !polyBorderFound) {
|
|
startPos = pos;
|
|
startPos.FlipF();
|
|
polyBorderFound = true;
|
|
}
|
|
|
|
// if the other border has been reached, return
|
|
if (polyBorderFound && startPos.IsBorder())
|
|
break;
|
|
|
|
// go to the next edge
|
|
startPos.FlipE();
|
|
startPos.FlipV();
|
|
startPos.FlipE();
|
|
// check manifoldness
|
|
if (IsVertexAdjacentToAnyNonManifoldEdge(startPos))
|
|
return PC_NOTMANIF;
|
|
startPos.FlipV();
|
|
if (IsVertexAdjacentToAnyNonManifoldEdge(startPos))
|
|
return PC_NOTMANIF;
|
|
startPos.FlipV();
|
|
// go to the next face
|
|
startPos.FlipF();
|
|
} while (startPos != pos);
|
|
|
|
// polychord with singularities on both sides can not collapse
|
|
if ((singSideA && singSideB) ||
|
|
(singSideA && borderSideB) ||
|
|
(singSideB && borderSideA))
|
|
return PC_SINGBOTH;
|
|
|
|
// polychords that are rings and have borders on both sides can not collapse
|
|
if (!polyBorderFound && borderSideA && borderSideB)
|
|
return PC_SINGBOTH;
|
|
|
|
return PC_SUCCESS;
|
|
}
|
|
|
|
/**
|
|
* @brief VisitPolychord updates the information of a polychord.
|
|
* @param mesh The mesh used for getting the face index.
|
|
* @param startPos The starting position.
|
|
* @param chords The vector of chords.
|
|
* @param mark The mark.
|
|
* @param q The visiting type.
|
|
*/
|
|
static void VisitPolychord (const PolyMeshType &mesh,
|
|
const vcg::face::Pos<FaceType> &startPos,
|
|
PC_Chords &chords,
|
|
const unsigned long mark,
|
|
const PC_ResultCode q) {
|
|
assert(!startPos.IsNull());
|
|
vcg::face::Pos<FaceType> tmpPos, runPos = startPos;
|
|
std::pair<size_t, unsigned char> face_edge(std::numeric_limits<size_t>::max(), 0);
|
|
|
|
if (runPos.F()->VN() != 4) // non-quads are not visited
|
|
return;
|
|
|
|
// follow the sequence of quads
|
|
do {
|
|
// check manifoldness
|
|
tmpPos = runPos;
|
|
do {
|
|
if (!tmpPos.IsManifold()) {
|
|
// update current coord
|
|
face_edge.first = vcg::tri::Index(mesh, tmpPos.F());
|
|
face_edge.second = tmpPos.E()%2;
|
|
chords.UpdateCoord(chords[face_edge], mark, q);
|
|
face_edge.second = (tmpPos.E()+1)%2;
|
|
chords.UpdateCoord(chords[face_edge], mark, q);
|
|
return;
|
|
}
|
|
tmpPos.FlipV();
|
|
tmpPos.FlipE();
|
|
} while (tmpPos != runPos);
|
|
|
|
// update current coord
|
|
face_edge.first = vcg::tri::Index(mesh, runPos.F());
|
|
face_edge.second = runPos.E()%2;
|
|
chords.UpdateCoord(chords[face_edge], mark, q);
|
|
// if the polychord has to collapse, i.e. q == PC_SUCCESS, also visit the orthogonal coord
|
|
if (q == PC_SUCCESS) {
|
|
face_edge.second = (runPos.E()+1)%2;
|
|
chords.UpdateCoord(chords[face_edge], mark, q);
|
|
}
|
|
|
|
runPos.FlipE();
|
|
runPos.FlipV();
|
|
runPos.FlipE();
|
|
runPos.FlipF();
|
|
} while (runPos != startPos && !runPos.IsBorder() && runPos.F()->VN() == 4);
|
|
assert(runPos == startPos || vcg::face::IsBorder(*startPos.F(),startPos.E())
|
|
|| runPos.F()->VN() != 4 || startPos.FFlip()->VN() != 4);
|
|
}
|
|
|
|
/**
|
|
* @brief IsVertexAdjacentToAnyNonManifoldEdge checks if a vertex is adjacent to any non-manifold edge.
|
|
* @param pos The starting position.
|
|
* @return true if adjacent to non-manifold edges, false otherwise.
|
|
*/
|
|
static bool IsVertexAdjacentToAnyNonManifoldEdge (const vcg::face::Pos<FaceType> &pos) {
|
|
assert(!pos.IsNull());
|
|
vcg::face::JumpingPos<FaceType> jmpPos;
|
|
jmpPos.Set(pos.F(), pos.E(), pos.V());
|
|
do {
|
|
if (!jmpPos.IsManifold())
|
|
return true;
|
|
jmpPos.NextFE();
|
|
} while (jmpPos != pos);
|
|
return false;
|
|
}
|
|
|
|
/**
|
|
* @brief IsPolychordSelfIntersecting checks if the input polychord intersects itself.
|
|
* @warning Don't call this function without being sure that it's a polychord
|
|
* (i.e. call CheckPolychordFindStartPoint() before calling IsPolychordSelfIntersecting().
|
|
* @param mesh The mesh used for getting the face index.
|
|
* @param startPos The starting position.
|
|
* @param chords The vector of chords.
|
|
* @param mark The current mark, used to identify quads already visited.
|
|
* @return true if it intersects itself, false otherwise.
|
|
*/
|
|
static bool IsPolychordSelfIntersecting (const PolyMeshType &mesh,
|
|
const vcg::face::Pos<FaceType> &startPos,
|
|
const PC_Chords &chords,
|
|
const unsigned long mark) {
|
|
assert(!startPos.IsNull());
|
|
vcg::face::Pos<FaceType> runPos = startPos;
|
|
vcg::face::Pos<FaceType> tmpPos;
|
|
std::pair<size_t, unsigned char> face_edge(std::numeric_limits<size_t>::max(), 0);
|
|
do {
|
|
assert(runPos.F()->VN() == 4);
|
|
// check if we've already crossed this face
|
|
face_edge.first = vcg::tri::Index(mesh, runPos.F());
|
|
face_edge.second = (runPos.E()+1)%2;
|
|
if (chords[face_edge].mark == mark)
|
|
return true;
|
|
// if this coord is adjacent to another coord of the same polychord
|
|
// i.e., this polychord touches itself without intersecting
|
|
// it might cause a wrong collapse, producing holes and non-2manifoldness
|
|
tmpPos = runPos;
|
|
tmpPos.FlipE();
|
|
if (!tmpPos.IsBorder()) {
|
|
tmpPos.FlipF();
|
|
face_edge.first = vcg::tri::Index(mesh, tmpPos.F());
|
|
face_edge.second = (tmpPos.E()+1)%2;
|
|
if (chords[face_edge].mark == mark)
|
|
return true;
|
|
}
|
|
tmpPos = runPos;
|
|
tmpPos.FlipV();
|
|
tmpPos.FlipE();
|
|
if (!tmpPos.IsBorder()) {
|
|
tmpPos.FlipF();
|
|
face_edge.first = vcg::tri::Index(mesh, tmpPos.F());
|
|
face_edge.second = (tmpPos.E()+1)%2;
|
|
if (chords[face_edge].mark == mark)
|
|
return true;
|
|
}
|
|
runPos.FlipE();
|
|
runPos.FlipV();
|
|
runPos.FlipE();
|
|
runPos.FlipF();
|
|
} while (runPos != startPos && !runPos.IsBorder());
|
|
|
|
return false;
|
|
}
|
|
};
|
|
|
|
}
|
|
}
|
|
|
|
#endif // POLYGON_Polychord_COLLAPSE_H
|