216 lines
6.9 KiB
C++
216 lines
6.9 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 1.6 2005/05/30 09:43:41 spinelli
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vertexIterator sostituito con VertexIterator
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Revision 1.5 2005/05/17 21:14:56 ganovelli
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some typecast (crs4)
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Revision 1.4 2004/10/28 00:47:42 cignoni
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Better Doxygen documentation
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Revision 1.3 2004/09/20 08:37:47 cignoni
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Better Doxygen docs
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Revision 1.2 2004/05/10 14:41:25 ganovelli
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name of adhacency function updated
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****************************************************************************/
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#ifndef __VCGLIB_EDGEALLOCATOR
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#define __VCGLIB_EDGEALLOCATOR
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namespace vcg {
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namespace edge {
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/** \addtogroup edgemesh */
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/*@{*/
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/// Class to safely add vertexes and faces to a mesh updating all the involved pointers.
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/// It provides static memeber to add either vertex or faces to a edgemesh.
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template <class AllocateMeshType>
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class Allocator
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{
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public:
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typedef AllocateMeshType 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::EdgeType EdgeType;
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typedef typename MeshType::EdgePointer EdgePointer;
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typedef typename MeshType::EdgeIterator EdgeIterator;
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/** This class is used when allocating new vertexes and faces to update
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the pointers that can be changed when resizing the involved vectors of vertex or faces.
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It can also be used to prevent any update of the various mesh fields
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(e.g. in case you are building all the connections by hand as in a importer);
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*/
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template<class SimplexPointerType>
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class PointerUpdater
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{
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public:
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void Clear(){newBase=oldBase=newEnd=oldEnd=0;preventUpdateFlag=false;};
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void Update(SimplexPointerType &vp)
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{
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vp=newBase+(vp-oldBase);
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}
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bool NeedUpdate() {if(newBase!=oldBase && !preventUpdateFlag) return true; else return false;}
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SimplexPointerType oldBase;
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SimplexPointerType newBase;
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SimplexPointerType newEnd;
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SimplexPointerType oldEnd;
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bool preventUpdateFlag; /// when true no update is considered necessary.
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};
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/** Function to safely add n vertices to a mesh.
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@param m The mesh to be expanded
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@param n the number of vertexes to be added
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@param pu A PointerUpdater that stores the relocation that can be happened.
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*/
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static VertexIterator AddVertices(MeshType &m,int n, PointerUpdater<VertexPointer> &pu)
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{
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VertexIterator last=m.vert.end();
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pu.Clear();
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if(m.vert.empty()) pu.oldBase=0; // if the vector is empty we cannot find the last valid element
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else pu.oldBase=&*m.vert.begin();
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for(int i=0; i<n; ++i)
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{
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m.vert.push_back(MeshType::VertexType());
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m.vert.back().ClearFlags();
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}
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m.vn+=n;
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pu.newBase = &*m.vert.begin();
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if(pu.NeedUpdate())
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{
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EdgeIterator ei;
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for (ei=m.edges.begin(); ei!=m.edges.end(); ++ei)
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if(!(*ei).IsD())
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{
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pu.Update((*ei).V(0));
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pu.Update((*ei).V(1));
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}
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}
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// e poiche' lo spazio e' cambiato si ricalcola anche last da zero
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unsigned int siz=(unsigned int)m.vert.size()-n;
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//if(last!=(VertexIterator)0)
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//{
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last = m.vert.begin();
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advance(last,siz);
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//}
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//else last=m.vert.begin();
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return last;// deve restituire l'iteratore alla prima faccia aggiunta;
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}
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static VertexIterator AddVertices(MeshType &m, int n)
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{
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PointerUpdater<VertexPointer> pu;
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return AddVertices(m, n,pu);
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}
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/** Function to add n faces to the mesh.
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@param n Il numero di facce che si vuole aggiungere alla mesh
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*/
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static EdgeIterator AddEdges(MeshType &m, int n)
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{
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PointerUpdater<EdgePointer> pu;
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return AddEdges(m,n,pu);
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}
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/** Function to add n faces to the mesh.
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NOTA: Aggiorna fn;
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*/
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static EdgeIterator AddEdges(MeshType &m, int n, PointerUpdater<EdgePointer> &pu)
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{
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EdgeIterator last=m.edges.end();
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pu.Clear();
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if(m.edges.empty()) {
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pu.oldBase=0; // if the vector is empty we cannot find the last valid element
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//last=0;
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} else {
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pu.oldBase=&*m.edges.begin();
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last=m.edges.end();
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}
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m.edges.resize(m.edges.size()+n);
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/*for(int i=0; i<n; ++i)
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{
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m.edges.push_back(MeshType::EdgeType());
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m.edges.back().ClearFlags();
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}*/
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m.en+=n;
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pu.newBase = &*m.edges.begin();
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if(pu.NeedUpdate())
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{
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EdgeIterator ei;
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for (ei=m.edges.begin(); ei!=m.edges.end(); ++ei)
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if(!(*ei).IsD())
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{
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if(EdgeType::HasEEAdjacency())
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{
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pu.Update((*ei).EEp(0));
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pu.Update((*ei).EEp(1));
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}
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}
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VertexIterator vi;
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for (vi=m.vert.begin(); vi!=m.vert.end(); ++vi)
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if(!(*vi).IsD())
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{
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if(VertexType::HasVEAdjacency())
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pu.Update((*vi).Ep());
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}
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}
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// e poiche' lo spazio e' cambiato si ricalcola anche last da zero
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unsigned int siz=(unsigned int)m.edges.size()-(unsigned int)n;
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//if(last!=(EdgeIterator)0)
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// {
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last = m.edges.begin();
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advance(last,siz);
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// }
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//else last=m.edges.begin();
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return last;
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}
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}; // end class
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/*@}*/
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} // End Namespace TriMesh
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} // End Namespace vcg
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#endif |