218 lines
5.9 KiB
C++
218 lines
5.9 KiB
C++
/****************************************************************************
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* VCGLib o o *
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* Visual and Computer Graphics Library o o *
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* _ O _ *
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* Copyright(C) 2004 \/)\/ *
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* Visual Computing Lab /\/| *
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* ISTI - Italian National Research Council | *
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* \ *
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* All rights reserved. *
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* *
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* This program is free software; you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation; either version 2 of the License, or *
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* (at your option) any later version. *
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* *
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* This program is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU General Public License (http://www.gnu.org/licenses/gpl.txt) *
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* for more details. *
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* *
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****************************************************************************/
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/****************************************************************************
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History
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$Log: not supported by cvs2svn $
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Revision 1.4 2004/03/31 14:44:43 cignoni
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Added Vertex-Face Topology
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Revision 1.3 2004/03/12 15:22:19 cignoni
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Written some documentation and added to the trimes doxygen module
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Revision 1.2 2004/03/05 21:49:21 cignoni
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First working version for face face
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Revision 1.1 2004/03/04 00:53:24 cignoni
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Initial commit
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****************************************************************************/
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#ifndef __VCG_TRI_UPDATE_TOPOLOGY
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#define __VCG_TRI_UPDATE_TOPOLOGY
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#include <algorithm>
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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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template <class UpdateMeshType>
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class UpdateTopology
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{
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public:
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typedef UpdateMeshType MeshType;
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typedef typename MeshType::VertexType VertexType;
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typedef typename MeshType::VertexPointer VertexPointer;
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typedef typename MeshType::VertexIterator VertexIterator;
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typedef typename MeshType::FaceType FaceType;
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typedef typename MeshType::FacePointer FacePointer;
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typedef typename MeshType::FaceIterator FaceIterator;
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/// Auxiliairy data structure for computing face face adjacency information.
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// It identifies and edge storing two vertex pointer and a face pointer where it belong.
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class PEdge
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{
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public:
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VertexPointer v[2]; // the two Vertex pointer are ordered!
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FacePointer f; // the face where this edge belong
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int z; // index in [0..2] of the edge of the face
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PEdge() {}
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void Set( FacePointer pf, const int nz )
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{
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assert(pf!=0);
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assert(nz>=0);
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assert(nz<3);
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v[0] = pf->V(nz);
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v[1] = pf->V((nz+1)%3);
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assert(v[0] != v[1]);
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if( v[0] > v[1] ) swap(v[0],v[1]);
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f = pf;
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z = nz;
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}
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inline bool operator < ( const PEdge & pe ) const
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{
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if( v[0]<pe.v[0] ) return true;
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else if( v[0]>pe.v[0] ) return false;
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else return v[1] < pe.v[1];
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}
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inline bool operator <= ( const PEdge & pe ) const
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{
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if( v[0]<pe.v[0] ) return true;
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else if( v[0]>pe.v[0] ) return false;
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else return v[1] <= pe.v[1];
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}
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inline bool operator > ( const PEdge & pe ) const
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{
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if( v[0]>pe.v[0] ) return true;
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else if( v[0]<pe.v[0] ) return false;
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else return v[1] > pe.v[1];
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}
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inline bool operator >= ( const PEdge & pe ) const
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{
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if( v[0]>pe.v[0] ) return true;
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else if( v[0]<pe.v[0] ) return false;
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else return v[1] >= pe.v[1];
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}
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inline bool operator == ( const PEdge & pe ) const
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{
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return v[0]==pe.v[0] && v[1]==pe.v[1];
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}
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inline bool operator != ( const PEdge & pe ) const
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{
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return v[0]!=pe.v[0] || v[1]!=pe.v[1];
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}
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};
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static void FaceFace(MeshType &m)
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{
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if(!m.HasFFTopology()) return;
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vector<PEdge> e;
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FaceIterator pf;
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vector<PEdge>::iterator p;
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if( m.fn == 0 ) return;
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e.resize(m.fn*3); // Alloco il vettore ausiliario
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p = e.begin();
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for(pf=m.face.begin();pf!=m.face.end();++pf) // Lo riempio con i dati delle facce
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if( ! (*pf).IsD() )
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for(int j=0;j<3;++j)
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{
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(*p).Set(&(*pf),j);
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++p;
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}
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assert(p==e.end());
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sort(e.begin(), e.end()); // Lo ordino per vertici
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int ne = 0; // Numero di edge reali
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vector<PEdge>::iterator pe,ps;
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for(ps = e.begin(),pe=e.begin();pe<=e.end();++pe) // Scansione vettore ausiliario
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{
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if( pe==e.end() || *pe != *ps ) // Trovo blocco di edge uguali
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{
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vector<PEdge>::iterator q,q_next;
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for (q=ps;q<pe-1;++q) // Scansione facce associate
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{
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assert((*q).z>=0);
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assert((*q).z< 3);
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q_next = q;
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++q_next;
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assert((*q_next).z>=0);
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assert((*q_next).z< 3);
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(*q).f->FFp(q->z) = (*q_next).f; // Collegamento in lista delle facce
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(*q).f->FFi(q->z) = (*q_next).z;
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}
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assert((*q).z>=0);
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assert((*q).z< 3);
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(*q).f->FFp((*q).z) = ps->f;
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(*q).f->FFi((*q).z) = ps->z;
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ps = pe;
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++ne; // Aggiorno il numero di edge
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}
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}
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}
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static void VertexFace(MeshType &m)
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{
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if(!m.HasVFTopology()) return;
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VertexIterator vi;
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FaceIterator fi;
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for(vi=m.vert.begin();vi!=m.vert.end();++vi)
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{
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(*vi).VFb() = 0;
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(*vi).VFi() = 0;
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}
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for(fi=m.face.begin();fi!=m.face.end();++fi)
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if( ! (*fi).IsD() )
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{
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for(int j=0;j<3;++j)
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{
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(*fi).FVp(j) = (*fi).V(j)->VFb();
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(*fi).FVi(j) = (*fi).V(j)->VFi();
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(*fi).V(j)->VFb() = &(*fi);
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(*fi).V(j)->VFi() = j;
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}
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}
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}
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}; // end class
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/*@}*/
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} // End namespace
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} // End namespace
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#endif
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