vcglib/vcg/complex/append.h

411 lines
16 KiB
C++

/****************************************************************************
* VCGLib o o *
* Visual and Computer Graphics Library o o *
* _ O _ *
* Copyright(C) 2004 \/)\/ *
* Visual Computing Lab /\/| *
* ISTI - Italian National Research Council | *
* \ *
* All rights reserved. *
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 of the License, or *
* (at your option) any later version. *
* *
* This program is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License (http://www.gnu.org/licenses/gpl.txt) *
* for more details. *
* *
****************************************************************************/
#ifndef __VCGLIB_APPEND
#define __VCGLIB_APPEND
namespace vcg {
namespace tri {
/** \ingroup trimesh */
/*! \brief Class to safely duplicate and append (portion of) meshes.
Adding elements to a mesh, like faces and vertices can involve the reallocation of the vectors of the involved elements.
This class provide the only safe methods to add elements of a mesh to another one.
\sa \ref allocation
*/
template<class MeshLeft, class ConstMeshRight>
class Append
{
public:
typedef typename MeshLeft::ScalarType ScalarLeft;
typedef typename MeshLeft::CoordType CoordLeft;
typedef typename MeshLeft::VertexType VertexLeft;
typedef typename MeshLeft::EdgeType EdgeLeft;
typedef typename MeshLeft::FaceType FaceLeft;
typedef typename MeshLeft::HEdgeType HEdgeLeft;
typedef typename MeshLeft::VertexPointer VertexPointerLeft;
typedef typename MeshLeft::VertexIterator VertexIteratorLeft;
typedef typename MeshLeft::EdgeIterator EdgeIteratorLeft;
typedef typename MeshLeft::HEdgeIterator HEdgeIteratorLeft;
typedef typename MeshLeft::FaceIterator FaceIteratorLeft;
typedef typename ConstMeshRight::ScalarType ScalarRight;
typedef typename ConstMeshRight::CoordType CoordRight;
typedef typename ConstMeshRight::VertexType VertexRight;
typedef typename ConstMeshRight::EdgeType EdgeRight;
typedef typename ConstMeshRight::HEdgeType HEdgeRight;
typedef typename ConstMeshRight::FaceType FaceRight;
typedef typename ConstMeshRight::VertexPointer VertexPointerRight;
typedef typename ConstMeshRight::VertexIterator VertexIteratorRight;
typedef typename ConstMeshRight::EdgeIterator EdgeIteratorRight;
typedef typename ConstMeshRight::HEdgeIterator HEdgeIteratorRight;
typedef typename ConstMeshRight::FaceIterator FaceIteratorRight;
typedef typename ConstMeshRight::FacePointer FacePointerRight;
struct Remap{
std::vector<int> vert,face,edge, hedge;
};
static void ImportVertexAdj(MeshLeft &ml, ConstMeshRight &mr, VertexLeft &vl, VertexRight &vr, Remap &remap ){
// Vertex to Edge Adj
if(HasVEAdjacency(ml) && HasVEAdjacency(mr) && vr.cVEp() != 0){
size_t i = Index(mr,vr.cVEp());
vl.VEp() = (i>ml.edge.size())? 0 : &ml.edge[remap.edge[i]];
vl.VEi() = vr.VEi();
}
// Vertex to Face Adj
if(HasPerVertexVFAdjacency(ml) && HasPerVertexVFAdjacency(mr) && vr.cVFp() != 0 ){
size_t i = Index(mr,vr.cVFp());
vl.VFp() = (i>ml.face.size())? 0 :&ml.face[remap.face[i]];
vl.VFi() = vr.VFi();
}
// Vertex to HEdge Adj
if(HasVHAdjacency(ml) && HasVHAdjacency(mr) && vr.cVHp() != 0){
vl.VHp() = &ml.hedge[remap.hedge[Index(mr,vr.cVHp())]];
vl.VHi() = vr.VHi();
}
}
static void ImportEdgeAdj(MeshLeft &ml, ConstMeshRight &mr, EdgeLeft &el, const EdgeRight &er, Remap &remap)
{
// Edge to Edge Adj
if(HasEEAdjacency(ml) && HasEEAdjacency(mr))
for(unsigned int vi = 0; vi < 2; ++vi)
{
size_t idx = Index(mr,er.cEEp(vi));
el.EEp(vi) = (idx>ml.edge.size())? 0 : &ml.edge[remap.edge[idx]];
el.EEi(vi) = er.cEEi(vi);
}
// Edge to Face Adj
if(HasEFAdjacency(ml) && HasEFAdjacency(mr)){
size_t idx = Index(mr,er.cEFp());
el.EFp() = (idx>ml.face.size())? 0 :&ml.face[remap.face[idx]];
el.EFi() = er.cEFi();
}
// Edge to HEdge Adj
if(HasEHAdjacency(ml) && HasEHAdjacency(mr))
el.EHp() = &ml.hedge[remap.hedge[Index(mr,er.cEHp())]];
}
static void ImportFaceAdj(MeshLeft &ml, ConstMeshRight &mr, FaceLeft &fl, const FaceRight &fr, Remap &remap )
{
// Face to Edge Adj
if(HasFEAdjacency(ml) && HasFEAdjacency(mr)){
assert(fl.VN() == fr.VN());
for( int vi = 0; vi < fl.VN(); ++vi ){
size_t idx = Index(mr,fr.cFEp(vi));
fl.FEp(vi) = (idx>ml.edge.size())? 0 : &ml.edge[remap.edge[idx]];
}
}
// Face to Face Adj
if(HasFFAdjacency(ml) && HasFFAdjacency(mr)){
assert(fl.VN() == fr.VN());
for( int vi = 0; vi < fl.VN(); ++vi ){
size_t idx = Index(mr,fr.cFFp(vi));
fl.FFp(vi) = (idx>ml.face.size()) ? 0 :&ml.face[remap.face[idx]];
fl.FFi(vi) = fr.cFFi(vi);
}
}
// Face to HEedge Adj
if(HasFHAdjacency(ml) && HasFHAdjacency(mr))
fl.FHp() = &ml.hedge[remap.hedge[Index(mr,fr.cFHp())]];
}
static void ImportHEdgeAdj(MeshLeft &ml, ConstMeshRight &mr, HEdgeLeft &hl, const HEdgeRight &hr, Remap &remap, bool /*sel*/ ){
// HEdge to Vertex Adj
if(HasHVAdjacency(ml) && HasHVAdjacency(mr))
hl.HVp() = &ml.vert[remap.vert[Index(mr,hr.cHVp())]];
// HEdge to Edge Adj
if(HasHEAdjacency(ml) && HasHEAdjacency(mr)){
size_t idx = Index(mr,hr.cHEp()) ;
hl.HEp() = (idx>ml.edge.size())? 0 : &ml.edge[remap.edge[idx]];
}
// HEdge to Face Adj
if(HasHFAdjacency(ml) && HasHFAdjacency(mr)){
size_t idx = Index(mr,hr.cHFp());
hl.HFp() = (idx>ml.face.size())? 0 :&ml.face[remap.face[idx]];
}
// HEdge to Opposite HEdge Adj
if(HasHOppAdjacency(ml) && HasHOppAdjacency(mr))
hl.HOp() = &ml.hedge[remap.hedge[Index(mr,hr.cHOp())]];
// HEdge to Next HEdge Adj
if(HasHNextAdjacency(ml) && HasHNextAdjacency(mr))
hl.HNp() = &ml.hedge[remap.hedge[Index(mr,hr.cHNp())]];
// HEdge to Next HEdge Adj
if(HasHPrevAdjacency(ml) && HasHPrevAdjacency(mr))
hl.HPp() = &ml.hedge[remap.hedge[Index(mr,hr.cHPp())]];
}
// Append Right Mesh to the Left Mesh
// Append::Mesh(ml, mr) is equivalent to ml += mr.
// Note MeshRigth could be costant...
/*! \brief %Append the second mesh to the first one.
The first mesh is not destroyed and no attempt of avoid duplication of already present elements is done.
If requested only the selected elements are appended to the first one.
The second mesh is not changed at all (it could be constant) with the exception of the selection (see below note).
\note If the the selection of the vertexes is not consistent with the face selection
the append could build faces referencing non existent vertices
so it is mandatory that the selection of the vertices reflects the loose selection
from edges and faces (e.g. if a face is selected all its vertices must be selected).
*/
static void Mesh(MeshLeft& ml, ConstMeshRight& mr, const bool selected = false, const bool adjFlag = false)
{
// Note that if the the selection of the vertexes is not consistent with the face selection
// the append could build faces referencing non existent vertices
// so it is mandatory that the selection of the vertices reflects the loose selection
// from edges and faces (e.g. if a face is selected all its vertices must be selected).
// note the use of the parameter for preserving existing vertex selection.
if(selected)
{
assert(adjFlag == false); // It is rather meaningless to partially copy adj relations.
tri::UpdateSelection<ConstMeshRight>::VertexFromEdgeLoose(mr,true);
tri::UpdateSelection<ConstMeshRight>::VertexFromFaceLoose(mr,true);
}
// phase 1. allocate on ml vert,edge,face, hedge to accomodat those of mr
// and build the remapping for all
Remap remap;
// vertex
remap.vert.resize(mr.vert.size(),-1);
VertexIteratorRight vi;
VertexIteratorLeft vp;
int svn = UpdateSelection<ConstMeshRight>::VertexCount(mr);
if(selected) vp=Allocator<MeshLeft>::AddVertices(ml,svn);
else vp=Allocator<MeshLeft>::AddVertices(ml,mr.vn);
for(vi=mr.vert.begin();vi!=mr.vert.end();++vi)
if(!(*vi).IsD() && (!selected || (*vi).IsS())){
int ind=Index(mr,*vi);
remap.vert[ind]=Index(ml,*vp);
++vp;
}
// edge
remap.edge.resize(mr.edge.size(),-1);
EdgeIteratorRight ei;
EdgeIteratorLeft ep;
int sen = UpdateSelection<ConstMeshRight>::EdgeCount(mr);
if(selected) ep=Allocator<MeshLeft>::AddEdges(ml,sen);
else ep=Allocator<MeshLeft>::AddEdges(ml,mr.en);
for(ei=mr.edge.begin(); ei!=mr.edge.end();++ei)
if(!(*ei).IsD() && (!selected || (*ei).IsS())){
int ind=Index(mr,*ei);
remap.edge[ind]=Index(ml,*ep);
++ep;
}
// face
remap.face.resize(mr.face.size(),-1);
FaceIteratorRight fi;
FaceIteratorLeft fp;
int sfn = UpdateSelection<ConstMeshRight>::FaceCount(mr);
if(selected) fp=Allocator<MeshLeft>::AddFaces(ml,sfn);
else fp=Allocator<MeshLeft>::AddFaces(ml,mr.fn);
for(fi=mr.face.begin();fi!=mr.face.end();++fi)
if(!(*fi).IsD() && (!selected || (*fi).IsS())){
int ind=Index(mr,*fi);
remap.face[ind]=Index(ml,*fp);
++fp;
}
// hedge
remap.hedge.resize(mr.hedge.size(),-1);
HEdgeIteratorRight hi;
for(hi=mr.hedge.begin();hi!=mr.hedge.end();++hi)
if(!(*hi).IsD() && (!selected || (*hi).IsS())){
int ind=Index(mr,*hi);
assert(remap.hedge[ind]==-1);
HEdgeIteratorLeft hp;
hp=Allocator<MeshLeft>::AddHEdges(ml,1);
(*hp).ImportData(*(hi));
remap.hedge[ind]=Index(ml,*hp);
}
// phase 2.
// copy data from ml to its corresponding elements in ml and adjacencies
// vertex
for(vi=mr.vert.begin();vi!=mr.vert.end();++vi)
if( !(*vi).IsD() && (!selected || (*vi).IsS())){
ml.vert[remap.vert[Index(mr,*vi)]].ImportData(*vi);
if(adjFlag) ImportVertexAdj(ml,mr,ml.vert[remap.vert[Index(mr,*vi)]],*vi,remap);
}
// edge
for(ei=mr.edge.begin();ei!=mr.edge.end();++ei)
if(!(*ei).IsD() && (!selected || (*ei).IsS())){
ml.edge[remap.edge[Index(mr,*ei)]].ImportData(*ei);
// Edge to Vertex Adj
EdgeLeft &el = ml.edge[remap.edge[Index(mr,*ei)]];
if(HasEVAdjacency(ml) && HasEVAdjacency(mr)){
el.V(0) = &ml.vert[remap.vert[Index(mr,ei->cV(0))]];
el.V(1) = &ml.vert[remap.vert[Index(mr,ei->cV(1))]];
}
if(adjFlag) ImportEdgeAdj(ml,mr,el,*ei,remap);
}
// face
const int textureOffset = ml.textures.size();
bool WTFlag = HasPerWedgeTexCoord(mr) && (textureOffset>0);
for(fi=mr.face.begin();fi!=mr.face.end();++fi)
if(!(*fi).IsD() && (!selected || (*fi).IsS()))
{
FaceLeft &fl = ml.face[remap.face[Index(mr,*fi)]];
if(WTFlag)
for(int i = 0; i < fl.VN(); ++i)
fl.WT(i).n() +=textureOffset;
if(HasFVAdjacency(ml) && HasFVAdjacency(mr)){
for(int i = 0; i < fl.VN(); ++i)
fl.V(i) = &ml.vert[remap.vert[Index(mr,fi->cV(i))]];
}
ml.face[remap.face[Index(mr,*fi)]].ImportData(*fi);
if(adjFlag) ImportFaceAdj(ml,mr,ml.face[remap.face[Index(mr,*fi)]],*fi,remap);
}
// hedge
for(hi=mr.hedge.begin();hi!=mr.hedge.end();++hi)
if(!(*hi).IsD() && (!selected || (*hi).IsS())){
ml.hedge[remap.hedge[Index(mr,*hi)]].ImportData(*hi);
ImportHEdgeAdj(ml,mr,ml.hedge[remap.hedge[Index(mr,*hi)]],*hi,remap,selected);
}
// phase 3.
// take care of other per mesh data: textures, attributes
// At the end concatenate the vector with texture names.
ml.textures.insert(ml.textures.end(),mr.textures.begin(),mr.textures.end());
// Attributes. Copy only those attributes that are present in both meshes
// Two attributes in different meshes are considered the same if they have the same
// name and the same type. This may be deceiving because they could in fact have
// different semantic, but this is up to the developer.
// If the left mesh has attributes that are not in the right mesh, their values for the elements
// of the right mesh will be uninitialized
unsigned int id_r;
typename std::set< PointerToAttribute >::iterator al, ar;
// per vertex attributes
for(al = ml.vert_attr.begin(); al != ml.vert_attr.end(); ++al)
if(!(*al)._name.empty()){
ar = mr.vert_attr.find(*al);
if(ar!= mr.vert_attr.end()){
id_r = 0;
for(vi=mr.vert.begin();vi!=mr.vert.end();++vi,++id_r)
if( !(*vi).IsD() && (!selected || (*vi).IsS()))
memcpy((*al)._handle->At(remap.vert[Index(mr,*vi)]),(*ar)._handle->At(id_r),
(*al)._handle->SizeOf());
}
}
// per edge attributes
for(al = ml.edge_attr.begin(); al != ml.edge_attr.end(); ++al)
if(!(*al)._name.empty()){
ar = mr.edge_attr.find(*al);
if(ar!= mr.edge_attr.end()){
id_r = 0;
for(ei=mr.edge.begin();ei!=mr.edge.end();++ei,++id_r)
if( !(*ei).IsD() && (!selected || (*ei).IsS()))
memcpy((*al)._handle->At(remap.edge[Index(mr,*ei)]),(*ar)._handle->At(id_r),
(*al)._handle->SizeOf());
}
}
// per face attributes
for(al = ml.face_attr.begin(); al != ml.face_attr.end(); ++al)
if(!(*al)._name.empty()){
ar = mr.face_attr.find(*al);
if(ar!= mr.face_attr.end()){
id_r = 0;
for(fi=mr.face.begin();fi!=mr.face.end();++fi,++id_r)
if( !(*fi).IsD() && (!selected || (*fi).IsS()))
memcpy((*al)._handle->At(remap.face[Index(mr,*fi)]),(*ar)._handle->At(id_r),
(*al)._handle->SizeOf());
}
}
// per mesh attributes
// if both ml and mr have an attribute with the same name, no action is done
// if mr has an attribute that is NOT present in ml, the attribute is added to ml
//for(ar = mr.mesh_attr.begin(); ar != mr.mesh_attr.end(); ++ar)
// if(!(*ar)._name.empty()){
// al = ml.mesh_attr.find(*ar);
// if(al== ml.mesh_attr.end())
// //...
// }
}
/*! \brief Copy the second mesh over the first one.
The first mesh is destroyed. If requested only the selected elements are copied.
*/
static void MeshCopy(MeshLeft& ml, ConstMeshRight& mr, bool selected=false)
{
ml.Clear();
Mesh(ml,mr,selected);
ml.bbox.Import(mr.bbox);
}
/*! \brief %Append only the selected elements of second mesh to the first one.
It is just a wrap of the main Append::Mesh()
*/
static void Selected(MeshLeft& ml, ConstMeshRight& mr)
{
Mesh(ml,mr,true);
}
}; // end of class Append
} // End Namespace tri
} // End Namespace vcg
#endif