vcglib/wrap/gl/trimesh.h

797 lines
22 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. *
* *
****************************************************************************/
/****************************************************************************
History
$Log: not supported by cvs2svn $
****************************************************************************/
#ifndef __VCG_GLTRIMESH
#define __VCG_GLTRIMESH
#include <queue>
#include <vector>
#include <vcg/space/Color4.h>
#include <wrap/gl/space.h>
#include <gl/glew.h>
namespace vcg {
// classe base di glwrap usata solo per poter usare i vari drawmode, normalmode senza dover
// specificare tutto il tipo (a volte lunghissimo)
// della particolare classe glwrap usata.
class GLW
{
public:
enum DrawMode {DMNone, DMBox, DMPoints, DMWire, DMHidden, DMFlat, DMSmooth, DMFlatWire, DMRadar, DMLast} ;
enum NormalMode{NMNone, NMPerVert, NMPerFace, NMPerWedge, NMLast};
enum ColorMode {CMNone, CMPerMesh, CMPerFace, CMPerVert, CMLast};
enum TextureMode {TMNone, TMPerVert, TMPerWedge, TMPerWedgeMulti};
enum Hint {
HNUseTriStrip = 0x0001, // ha bisogno che ci sia la fftopology gia calcolata!
// HNUseEdgeStrip = 0x0002, //
HNUseDisplayList = 0x0004,
HNCacheDisplayList = 0x0008, // Each mode has its dl;
HNLazyDisplayList = 0x0010, // Display list are generated only when requested
HNIsTwoManifold = 0x0020, // There is no need to make DetachComplex before .
HNUsePerWedgeNormal = 0x0040, //
HNHasFFTopology = 0x0080, // E' l'utente che si preoccupa di tenere aggiornata la topologia ff
HNHasVFTopology = 0x0100, // E' l'utente che si preoccupa di tenere aggiornata la topologia vf
HNHasVertNormal = 0x0200, // E' l'utente che si preoccupa di tenere aggiornata le normali per faccia
HNHasFaceNormal = 0x0400, // E' l'utente che si preoccupa di tenere aggiornata le normali per vertice
HNUseVArray = 0x0800,
HNUseLazyEdgeStrip = 0x1000, // Edge Strip are generated only when requested
HNUseVBO = 0x2000 // Use Vertex Buffer Object
};
enum Change {
CHVertex = 0x01,
CHNormal = 0x02,
CHColor = 0x04,
CHFace = 0x08,
CHFaceNormal= 0x10,
CHAll = 0xff
};
enum HintParami {
HNPDisplayListSize =0
};
enum HintParamf {
HNPCreaseAngle =0, // crease angle in radians
HNPZTwist = 1 // Z offset used in Flatwire and hiddenline modality
};
template<class MESH_TYPE>
class VertToSplit
{
public:
typename MESH_TYPE::face_base_pointer f;
char z;
char edge;
bool newp;
typename MESH_TYPE::vertex_pointer v;
};
// GL Array Elemet
class GLAElem {
public :
int glmode;
int len;
int start;
};
};
template <class MESH_TYPE, bool partial = false , class FACE_POINTER_CONTAINER = std::vector<MESH_TYPE::FacePointer> >
class GlTrimesh : public GLW
{
public:
MESH_TYPE *m;
GLWrap(){
m=0;
dl=0xffffffff;
h=HNUseLazyEdgeStrip;
cdm=DMNone;
ccm=CMNone;
cnm=NMNone;
SetHintParamf(HNPCreaseAngle,float(M_PI/5));
SetHintParamf(HNPZTwist,0.00005f);
}
typedef MESH_TYPE mesh_type;
FACE_POINTER_CONTAINER face_pointers;
unsigned int b[3];
int h; // the current hints
// The parameters of hints
int HNParami[8];
float HNParamf[8];
void SetHintParami(const HintParami hip, const int value)
{
HNParamI[hip]=value;
}
int GetHintParami(const HintParami hip) const
{
return HNParamI[hip];
}
void SetHintParamf(const HintParamf hip, const float value)
{
HNParamf[hip]=value;
}
float GetHintParamf(const HintParamf hip) const
{
return HNParamf[hip];
}
void SetHint(Hint hn)
{
h |= hn;
}
void ClearHint(Hint hn)
{
h&=(~hn);
}
unsigned int dl;
std::vector<unsigned int> indices;
DrawMode cdm; // Current DrawMode
NormalMode cnm; // Current NormalMode
ColorMode ccm; // Current ColorMode
void Update(Change c=CHAll)
{
if(m==0) return;
if(h&HNUseVArray){
MESH_TYPE::FaceIterator fi;
indices.clear();
for(fi = m->face.begin(); fi != m->face.end(); ++fi)
{
indices.push_back((unsigned int)((*fi).V(0) - &(*m->vert.begin())));
indices.push_back((unsigned int)((*fi).V(1) - &(*m->vert.begin())));
indices.push_back((unsigned int)((*fi).V(2) - &(*m->vert.begin())));
}
if(h&HNUseVBO){
if(!glIsBuffer(b[1]))
glGenBuffers(2,b);
glBindBuffer(GL_ARRAY_BUFFER,b[0]);
glBufferData(GL_ARRAY_BUFFER_ARB, m->vn * sizeof(MESH_TYPE::VertexType),
(char *)&(m->vert[0].P()), GL_STATIC_DRAW_ARB);
glBindBuffer(GL_ARRAY_BUFFER,b[1]);
glBufferData(GL_ARRAY_BUFFER_ARB, m->vn * sizeof(MESH_TYPE::VertexType),
(char *)&(m->vert[0].N()), GL_STATIC_DRAW_ARB);
}
glVertexPointer(3,GL_FLOAT,sizeof(MESH_TYPE::VertexType),0);
glNormalPointer(GL_FLOAT,sizeof(MESH_TYPE::VertexType),0);
}
//int C=c;
//if((C&CHVertex) || (C&CHFace)) {
// ComputeBBox(*m);
// if(!(h&HNHasFaceNormal)) m->ComputeFaceNormal();
// if(!(h&HNHasVertNormal)) m->ComputeVertexNormal();
// C= (C | CHFaceNormal);
//}
//if((C&CHFace) && (h&HNUseEdgeStrip)) ComputeEdges();
//if((C&CHFace) && (h&HNUseLazyEdgeStrip)) ClearEdges();
//if(MESH_TYPE::HasFFTopology())
// if((C&CHFace) && (h&HNUseTriStrip)) {
// if(!(h&HNHasFFTopology)) m->FFTopology();
// ComputeTriStrip();
// }
//if((C&CHFaceNormal) && (h&HNUsePerWedgeNormal)) {
// if(!(h&HNHasVFTopology)) m->VFTopology();
// CreaseWN(*m,MESH_TYPE::scalar_type(GetHintParamf(HNPCreaseAngle)));
//}
//if(C!=0) { // force the recomputation of display list
// cdm=DMNone;
// ccm=CMNone;
// cnm=NMNone;
//}
//if((h&HNUseVArray) && (h&HNUseTriStrip))
// {
// ConvertTriStrip<MESH_TYPE>(*m,TStrip,TStripF,TStripVED,TStripVEI);
// }
}
void Draw(DrawMode dm ,ColorMode cm, TextureMode tm)
{
switch(dm)
{
case DMNone : Draw<DMNone >(cm,tm); break;
case DMBox : Draw<DMBox >(cm,tm); break;
case DMPoints : Draw<DMPoints >(cm,tm); break;
case DMWire : Draw<DMWire >(cm,tm); break;
case DMHidden : Draw<DMHidden >(cm,tm); break;
case DMFlat : Draw<DMFlat >(cm,tm); break;
case DMSmooth : Draw<DMSmooth >(cm,tm); break;
case DMFlatWire: Draw<DMFlatWire>(cm,tm); break;
default : break;
}
}
template< DrawMode dm >
void Draw(ColorMode cm, TextureMode tm)
{
switch(cm)
{
case CMNone : Draw<dm,CMNone >(tm); break;
case CMPerMesh : Draw<dm,CMPerMesh>(tm); break;
case CMPerFace : Draw<dm,CMPerFace>(tm); break;
case CMPerVert : Draw<dm,CMPerVert>(tm); break;
default : break;
}
}
template< DrawMode dm, ColorMode cm >
void Draw(TextureMode tm)
{
switch(tm)
{
case TMNone : Draw<dm,cm,TMNone >(); break;
case TMPerVert : Draw<dm,cm,TMPerVert >(); break;
case TMPerWedge : Draw<dm,cm,TMPerWedge >(); break;
case TMPerWedgeMulti : Draw<dm,cm,TMPerWedgeMulti >(); break;
default : break;
}
}
template< DrawMode dm, ColorMode cm, TextureMode tm>
void Draw()
{
if(!m) return;
if((h & HNUseDisplayList)){
if (cdm==dm && ccm==cm){
glCallList(dl);
return;
}
else {
if(dl==0xffffffff) dl=glGenLists(1);
glNewList(dl,GL_COMPILE);
}
}
glPushMatrix();
switch(dm)
{
case DMNone : break;
case DMBox : DrawBBox(cm);break;
case DMPoints : DrawPoints<NMPerVert,cm>();break;
case DMHidden : DrawHidden();break;
case DMFlat : DrawFill<NMPerFace,cm,tm>();break;
case DMFlatWire : DrawFlatWire<NMPerFace,cm,tm>();break;
case DMRadar : DrawRadar<NMPerFace,cm>();break;
case DMWire : DrawWire<NMPerVert,cm>();break;
case DMSmooth : DrawFill<NMPerVert,cm,tm>();break;
default : break;
}
glPopMatrix();
if((h & HNUseDisplayList)){
cdm=dm;
ccm=cm;
glEndList();
glCallList(dl);
}
}
/*********************************************************************************************/
/*********************************************************************************************/
template <NormalMode nm, ColorMode cm, TextureMode tm>
void DrawFill()
{
FACE_POINTER_CONTAINER::iterator fp;
MESH_TYPE::FaceIterator fi;
std::vector<MESH_TYPE::FaceType*>::iterator fip;
short curtexname=-1;
if(cm == CMPerMesh) glColor(m->C());
if(h&HNUseVArray)
{
if( (nm==NMPerVert) && ((cm==CMNone) || (cm==CMPerMesh)))
{
glEnableClientState (GL_NORMAL_ARRAY);
glEnableClientState (GL_VERTEX_ARRAY);
if(h&HNUseVBO){
glBindBuffer(GL_ARRAY_BUFFER,b[1]);
glNormalPointer(GL_FLOAT,sizeof(MESH_TYPE::VertexType),0);
glBindBuffer(GL_ARRAY_BUFFER,b[0]);
glVertexPointer(3,GL_FLOAT,sizeof(MESH_TYPE::VertexType),0);
}
else
{
glNormalPointer(GL_FLOAT,sizeof(MESH_TYPE::VertexType),&m->vert[0].N()[0]);
glVertexPointer(3,GL_FLOAT,sizeof(MESH_TYPE::VertexType),&m->vert[0].P()[0]);
}
glDrawElements(GL_TRIANGLES ,m->fn*3,GL_UNSIGNED_INT, &(*indices.begin()) );
glDisableClientState (GL_VERTEX_ARRAY);
glDisableClientState (GL_NORMAL_ARRAY );
return;
}
}
else
if(h&HNUseTriStrip)
{
//if( (nm==NMPerVert) && ((cm==CMNone) || (cm==CMPerMesh)))
// if(h&HNUseVArray){
// glEnableClientState (GL_NORMAL_ARRAY );
// glNormalPointer(GL_FLOAT,sizeof(MESH_TYPE::VertexType),&(m->vert[0].cN()));
// glEnableClientState (GL_VERTEX_ARRAY);
// glVertexPointer(3,GL_FLOAT,sizeof(MESH_TYPE::VertexType),&(m->vert[0].cP()));
// std::vector<GLAElem>::iterator vi;
// for(vi=TStripVED.begin();vi!=TStripVED.end();++vi)
// glDrawElements(vi->glmode ,vi->len,GL_UNSIGNED_SHORT,&TStripVEI[vi->start] );
//
// glDisableClientState (GL_NORMAL_ARRAY );
// glDisableClientState (GL_VERTEX_ARRAY);
// return;
// }
//std::vector< MESH_TYPE::VertexType *>::iterator vi;
//glBegin(GL_TRIANGLE_STRIP);
//if(nm == NMPerFace) fip=TStripF.begin();
//for(vi=TStrip.begin();vi!=TStrip.end(); ++vi){
// if((*vi)){
// if(nm==NMPerVert) glNormal((*vi)->cN());
// if(nm==NMPerFace) glNormal((*fip)->cN());
// glVertex((*vi)->P());
// }
// else
// {
// glEnd();
// glBegin(GL_TRIANGLE_STRIP);
// }
// if(nm == NMPerFace) ++fip;
// }
//glEnd();
}
else
{
glBegin(GL_TRIANGLES);
if(partial)
fp = face_pointers.begin();
else
fi = m->face.begin();
while( (partial)?(fp!=face_pointers.end()):(fi!=m->face.end()))
{
MESH_TYPE::FaceType & f = (partial)?(*(*fp)): *fi;
if(!f.IsD()){
//ATLTRACE("Drawing face\n");
//if(tm==TMPerWedgeMulti)
// if(f.WT(0).n() != curtexname)
// {
// curtexname=(*fi).WT(0).n();
// glEnd();
// glBindTexture(GL_TEXTURE_2D,TMId(curtexname));
// glBegin(GL_TRIANGLES);
// }
if(nm == NMPerFace) glNormal(f.cN());
if(cm == CMPerFace) glColor(f.C());
if(nm==NMPerVert) glNormal(f.V(0)->cN());
if(nm==NMPerWedge)glNormal(f.WN(0));
if(cm==CMPerVert) glColor(f.V(0)->C());
// if(tm==TMPerVert) glTexCoord(f.V(0)->T());
if( (tm==TMPerWedge)|| (tm==TMPerWedgeMulti)) glTexCoord(f.WT(0).t(0));
glVertex(f.V(0)->P());
if(nm==NMPerVert) glNormal(f.V(1)->cN());
if(nm==NMPerWedge)glNormal(f.WN(1));
if(cm == CMPerVert) glColor(f.V(1)->C());
// if(tm==TMPerVert) glTexCoord(f.V(1)->T());
if( (tm==TMPerWedge)|| (tm==TMPerWedgeMulti)) glTexCoord(f.WT(1).t(0));
glVertex(f.V(1)->P());
if(nm==NMPerVert) glNormal(f.V(2)->cN());
if(nm==NMPerWedge)glNormal(f.WN(2));
if(cm == CMPerVert) glColor(f.V(2)->C());
// if(tm==TMPerVert) glTexCoord(f.V(2)->T());
if( (tm==TMPerWedge)|| (tm==TMPerWedgeMulti)) glTexCoord(f.WT(2).t(0));
glVertex(f.V(2)->P());
}
if(partial) ++fp; else ++fi;
}
glEnd();
}
}
template<NormalMode nm, ColorMode cm>
void DrawPoints()
{
MESH_TYPE::VertexIterator vi;
glBegin(GL_POINTS);
if(cm==CMPerMesh) glColor(m->C());
for(vi=m->vert.begin();vi!=m->vert.end();++vi)if(!(*vi).IsD())
{
if(nm==NMPerVert) glNormal((*vi).cN());
if(cm==CMPerVert) glColor((*vi).C());
glVertex((*vi).P());
}
glEnd();
}
void DrawHidden()
{
const float ZTWIST=HNParamf[HNPZTwist];
glDepthRange(ZTWIST,1.0f);
glDisable(GL_LIGHTING);
glColorMask(GL_FALSE,GL_FALSE,GL_FALSE,GL_FALSE);
DrawFill<NMNone,CMNone,TMNone>();
glEnable(GL_LIGHTING);
glColorMask(GL_TRUE,GL_TRUE,GL_TRUE,GL_TRUE);
glDepthRange(0.0f,1.0f-ZTWIST);
DrawWire<NMPerVert,CMNone>();
glDepthRange(0,1.0f);
}
template <NormalMode nm, ColorMode cm, TextureMode tm>
void DrawFlatWire()
{
const float ZTWIST=HNParamf[HNPZTwist];
glDepthRange(ZTWIST,1.0f);
DrawFill<nm,cm,tm>();
glDepthRange(0.0f,1.0f-ZTWIST);
glPushAttrib(GL_CURRENT_BIT);
glColor3f(.3f,.3f,.3f);
DrawWire<NMPerVert,CMNone>();
glPopAttrib();
glDepthRange(0,1.0f);
}
template <NormalMode nm, ColorMode cm>
void DrawRadar()
{
const float ZTWIST=HNParamf[HNPZTwist];
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDepthMask(0);
glDepthRange(ZTWIST,1.0f);
if (cm == CMNone)
glColor4f(0.2f, 1.0f, 0.4f, 0.2f);
// DrawFill<nm,cm,TMNone>();
Draw<DMFlat,CMNone,TMNone>();
glDepthMask(1);
glColorMask(GL_FALSE,GL_FALSE,GL_FALSE,GL_FALSE);
// DrawFill<nm,cm,TMNone>();
Draw<DMFlat,CMNone,TMNone>();
glDepthRange(0.0f,1.0f-ZTWIST);
glColorMask(GL_TRUE,GL_TRUE,GL_TRUE,GL_TRUE);
glColor4f(0.1f, 1.0f, 0.2f, 0.6f);
Draw<DMWire,CMNone,TMNone>();
glDisable(GL_BLEND);
glDepthRange(0,1.0f);
}
#ifdef GL_TEXTURE0_ARB
// Multitexturing nel caso voglia usare due texture unit.
void DrawTexture_NPV_TPW2()
{
unsigned int texname=(*(m->face.begin())).WT(0).n(0);
glBindTexture(GL_TEXTURE_2D,TMId(texname));
MESH_TYPE::FaceIterator fi;
glBegin(GL_TRIANGLES);
for(fi=m->face.begin();fi!=m->face.end();++fi)if(!(*fi).IsD()){
if(texname!=(*fi).WT(0).n(0)) {
texname=(*fi).WT(0).n(0);
glEnd();
glBindTexture(GL_TEXTURE_2D,TMId(texname));
glBegin(GL_TRIANGLES);
}
glMultiTexCoordARB(GL_TEXTURE0_ARB, (*fi).WT(0).t(0));
glMultiTexCoordARB(GL_TEXTURE1_ARB, (*fi).WT(0).t(0));
glNormal((*fi).V(0)->N());
glVertex((*fi).V(0)->P());
glMultiTexCoordARB(GL_TEXTURE0_ARB, (*fi).WT(1).t(0));
glMultiTexCoordARB(GL_TEXTURE1_ARB, (*fi).WT(1).t(0));
glNormal((*fi).V(1)->N());
glVertex((*fi).V(1)->P());
glMultiTexCoordARB(GL_TEXTURE0_ARB, (*fi).WT(2).t(0));
glMultiTexCoordARB(GL_TEXTURE1_ARB, (*fi).WT(2).t(0));
glNormal((*fi).V(2)->N());
glVertex((*fi).V(2)->P());
}
glEnd();
}
#endif
int MemUsed()
{
int tot=sizeof(GLWrap);
tot+=sizeof(edge_type)*edge.size();
tot+=sizeof(MESH_TYPE::VertexType *) * EStrip.size();
tot+=sizeof(MESH_TYPE::VertexType *) * TStrip.size();
tot+=sizeof(MESH_TYPE::FaceType *) * TStripF.size();
return tot;
}
private:
template <NormalMode nm, ColorMode cm>
void DrawWire()
{
//if(!(h & (HNUseEdgeStrip | HNUseLazyEdgeStrip) ) )
// {
glPushAttrib(GL_POLYGON_BIT);
glPolygonMode(GL_FRONT_AND_BACK ,GL_LINE);
DrawFill<nm,cm,TMNone>();
glPopAttrib();
// }
//else
// {
// if(!HasEdges()) ComputeEdges();
//if(cm==CMPerMesh) glColor(m->C());
//std::vector< MESH_TYPE::VertexType *>::iterator vi;
//glBegin(GL_LINE_STRIP);
//for(vi=EStrip.begin();vi!=EStrip.end(); ++vi){
// if((*vi)){
// glNormal((*vi)->N());
// glVertex((*vi)->P());
// }
// else
// {
// glEnd();
// glBegin(GL_LINE_STRIP);
// }
//}
//glEnd();
// }
}
void DrawBBox(ColorMode cm)
{
if(cm==CMPerMesh) glColor(m->C());
// glBoxWire(m->bbox);
}
};// end class
/*
Crease Angle
Assume che:
la mesh abbia la topologia ff
la mesh non abbia complex (o se li aveva fossero stati detached)
Abbia le normali per faccia normalizzate!!
Prende una mesh e duplica tutti gli edge le cui normali nelle facce incidenti formano un angolo maggiore
di <angle> (espresso in rad).
foreach face
foreach unvisited vert vi
scan the star of triangles around vi duplicating vi each time we encounter a crease angle.
the new (and old) vertexes are put in a std::vector that is swapped with the original one at the end.
*/
// uncomment one of the following line to enable the Verbose Trace for Crease
#define VCTRACE (void)0
//#define VCTRACE TRACE
template<class MESH_TYPE>
void Crease(MESH_TYPE &m, typename MESH_TYPE::scalar_type angleRad)
{
assert(m.HasFFTopology());
MESH_TYPE::scalar_type cosangle=Cos(angleRad);
std::vector<GLW::VertToSplit<MESH_TYPE> > SPL;
std::vector<MESH_TYPE::VertexType> newvert;
newvert.reserve(m.fn*3);
// indica se un il vertice z della faccia e' stato processato
enum {VISITED_0= MESH_TYPE::FaceType::USER0,
VISITED_1= MESH_TYPE::FaceType::USER0<<1,
VISITED_2= MESH_TYPE::FaceType::USER0<<2} ;
int vis[3]={VISITED_0,VISITED_1,VISITED_2};
int _t2=clock();
MESH_TYPE::FaceIterator fi;
for(fi=m.face.begin();fi!=m.face.end();++fi)
if(!(*fi).IsD()) (*fi).Supervisor_Flags()&= (~(VISITED_0 | VISITED_1 | VISITED_2));
for(fi=m.face.begin();fi!=m.face.end();++fi)
if(!(*fi).IsD())
for(int j=0;j<3;++j)
if(!((*fi).Supervisor_Flags() & (vis[j])))
{
//VCTRACE("Face %i Spinning around vertex %i\n",fi-m.face.begin(), (*fi).V(j)-m.vert.begin());
//(*fi).Supervisor_Flags() |= vis[j];
MESH_TYPE::hedgepos_type he(&*fi,j,(*fi).V(j));
MESH_TYPE::hedgepos_type she=he;
MESH_TYPE::face_base_pointer nextf;
GLW::VertToSplit<MESH_TYPE> spl;
spl.newp=false;
spl.edge=-1;
//Primo giro per trovare un bordo da cui partire
do {
he.FlipF();
he.FlipE();
if(he.IsBorder()) break;
} while(he!=she);
if(he==she) // non c'e'bordi allora si cerca un crease
{
do {
he.FlipF();
he.FlipE();
nextf=he.f->F(he.z);
MESH_TYPE::scalar_type ps=nextf->N()*he.f->N();
if(ps<cosangle) break;
int vz=0;
if(he.v == he.f->V(he.z)) vz=he.z;
if(he.v == he.f->V((he.z+1)%3)) vz=(he.z+1)%3;
assert((he.f->Supervisor_Flags() & vis[vz] )==0);
} while(he!=she);
}
he.FlipE();
she=he;
newvert.push_back(*(*fi).V(j));
MESH_TYPE::vertex_pointer curvert=&newvert.back();
// VCTRACE("Starting from face %i edge %i vert %i \n",he.f-m.face.begin(), he.z, he.v-m.vert.begin());
// Secondo giro in cui si riempie il vettore SPL con tutte le info per fare i nuovi vertici
do{
//TRACE(" -- spinning face %i edge %i vert %i\n",he.f-m.face.begin(), he.z, he.v-m.vert.begin());
spl.v=curvert;
spl.f=he.f;
spl.z=-1;
if(he.v == he.f->V(he.z)) spl.z=he.z;
if(he.v == he.f->V((he.z+1)%3)) spl.z=(he.z+1)%3;
assert(spl.z>=0);
//VCTRACE(" -- spinning face vert %i Adding spl face %i vert %i\n",\
// he.v-m.vert.begin(), spl.f-m.face.begin(), spl.z );
assert((spl.f->Supervisor_Flags() & vis[spl.z] )==0);
spl.f->Supervisor_Flags() |= vis[spl.z];
SPL.push_back(spl);
spl.newp=false;
spl.edge=-1;
if(he.IsBorder()) break;
nextf=he.f->F(he.z);
if(nextf==she.f) break;
MESH_TYPE::scalar_type ps=nextf->N()*he.f->N();
if(ps<cosangle){
// VCTRACE("splitting faces %i-%i edge %i vert %i\n",nextf-m.face.begin(),he.f-m.face.begin(), he.z, he.v-m.vert.begin());
newvert.push_back(*(he.v));
curvert=&newvert.back();
spl.newp=true;
//spl.edge=he.z;
}
he.FlipF();
if(spl.newp) spl.edge=he.z;
he.FlipE();
}while(he!=she);
}
assert(SPL.size()==m.fn*3);
std::vector<GLW::VertToSplit<MESH_TYPE> >::iterator vsi;
for(vsi=SPL.begin();vsi!=SPL.end();++vsi)
{
(*vsi).f->V((*vsi).z)=(*vsi).v;
if((*vsi).newp){
assert((*vsi).edge>=0 && (*vsi).edge<3);
if(!(*vsi).f->IsBorder( (*vsi).edge) )
(*vsi).f->Detach((*vsi).edge);
}
}
m.vert.math::Swap(newvert);
m.vn=m.vert.size();
}
/*
Secondo tipo di crease angle. ha bisogno del per wedge normal
e delle adiacence per vertice faccia gia fatte;
Assume che le normali per faccia siano gia'state fatte (se ci sono)
*/
template<class MESH_TYPE>
void CreaseWN(MESH_TYPE &m, typename MESH_TYPE::scalar_type angle)
{
if(!(MESH_TYPE::FaceType::OBJ_TYPE & MESH_TYPE::FaceType::OBJ_TYPE_WN) )
{
assert(0); // You needs a mesh with faces having per wedge normals
return;
}
MESH_TYPE::scalar_type cosangle=Cos(angle);
MESH_TYPE::FaceIterator fi;
// Clear the per wedge normals
for(fi=m.face.begin();fi!=m.face.end();++fi) if(!(*fi).IsD())
{
(*fi).WN(0)=MESH_TYPE::vectorial_type(0,0,0);
(*fi).WN(1)=MESH_TYPE::vectorial_type(0,0,0);
(*fi).WN(2)=MESH_TYPE::vectorial_type(0,0,0);
}
MESH_TYPE::FaceType::vectorial_type nn;
for(fi=m.face.begin();fi!=m.face.end();++fi) if(!(*fi).IsD())
{
nn=(*fi).cN();
for(int i=0;i<3;++i)
{
VEdgePosB<MESH_TYPE::FaceType::face_base> x;
for(x.f = (*fi).V(i)->Fp(), x.z = (*fi).V(i)->Zp(); x.f!=0; x.NextF() ) {
assert(x.f->V(x.z)==(*fi).V(i));
if(x.f->cN()*nn > cosangle) x.f->WN(x.z)+=nn;
}
}
}
}
} // end namespace
#endif