509 lines
16 KiB
C++
509 lines
16 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) 2004-2016 \/)\/ *
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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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/** \file face/pos.h
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* Definition of vcg:face::Pos class.
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* This file contain the definition of vcg::face::Pos class and the derived vcg::face::PosN class.
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*/
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#ifndef __VCG_FACE_POS
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#define __VCG_FACE_POS
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#include <assert.h>
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namespace vcg {
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namespace face {
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/** \addtogroup face */
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/*@{*/
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// Needed Prototypes (pos is include before topology)
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template <class FaceType>
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bool IsBorder(FaceType const & f, const int j );
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template <class FaceType>
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bool IsManifold(FaceType const & f, const int j );
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/** Templated over the class face, it stores a \em position over a face in a mesh.
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It contain a pointer to the current face,
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the index of one edge and a pointer to one of the vertices of the edge.
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See also the JumpingPos in jumping_pos.h for an iterator that loops
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around the faces of a vertex without requiring the VF topology.
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*/
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template <class FaceType>
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class Pos
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{
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public:
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/// The vertex type
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typedef typename FaceType::VertexType VertexType;
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///The Pos type
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typedef Pos<FaceType> PosType;
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/// The scalar type
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typedef typename VertexType::ScalarType ScalarType;
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/// Pointer to the face of the half-edge
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typename FaceType::FaceType *f;
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/// Index of the edge
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int z;
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/// Pointer to the vertex
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VertexType *v;
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/// Default constructor
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Pos() : f(0), z(-1), v(0) {}
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/// Constructor which associates the half-edge element with a face, its edge and its vertex
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/// \note that the input must be consistent, e.g. it should hold that \c vp==fp->V0(zp) or \c vp==fp->V1(zp)
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Pos(FaceType * const fp, int const zp, VertexType * const vp)
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{
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f=fp; z=zp; v=vp;
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assert((vp==fp->V0(zp))||(vp==fp->V1(zp)));
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}
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Pos(FaceType * const fp, int const zp){f=fp; z=zp; v=f->V(zp);}
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Pos(FaceType * const fp, VertexType * const vp)
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{
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f = fp;
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v = vp;
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for(int i = 0; i < f->VN(); ++i)
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if (f->V(i) == v) { z = f->Prev(i); break;}
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}
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// Official Access functions functions
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VertexType *& V(){ return v; }
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int & E(){ return z; }
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FaceType *& F(){ return f; }
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VertexType * V() const { return v; }
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int E() const { return z; }
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FaceType * F() const { return f; }
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// Returns the face index of the vertex inside the face.
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// Note that this is DIFFERENT from using the z member that denotes the edge index inside the face.
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// It should holds that Vind != (z+1)%3 && Vind == z || Vind = z+2%3
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int VInd() const
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{
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for(int i = 0; i < f->VN(); ++i) if(v==f->V(i)) return i;
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assert(0);
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return -1;
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}
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/// Operator to compare two half-edge
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inline bool operator == ( PosType const & p ) const {
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return (f==p.f && z==p.z && v==p.v);
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}
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/// Operator to compare two half-edge
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inline bool operator != ( PosType const & p ) const {
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return (f!=p.f || z!=p.z || v!=p.v);
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}
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/// Operator to order half-edge; it's compare at the first the face pointers, then the index of the edge and finally the vertex pointers
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inline bool operator <= ( PosType const & p) const {
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return (f!=p.f)?(f<p.f):
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(z!=p.z)?(z<p.z):
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(v<=p.v);
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}
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/// Operator to order half-edge; it's compare at the first the face pointers, then the index of the edge and finally the vertex pointers
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inline bool operator < ( PosType const & p) const {
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if ((*this)==p)return false;
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return ((*this)<=p);
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}
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/// Assignment operator
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inline PosType & operator = ( const PosType & h ){
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f=h.f;
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z=h.z;
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v=h.v;
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return *this;
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}
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/// Set to null the half-edge
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void SetNull(){
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f=0;
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v=0;
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z=-1;
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}
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/// Check if the half-edge is null
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bool IsNull() const {
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return f==0 || v==0 || z<0;
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}
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//Cambia Faccia lungo z
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// e' uguale a FlipF solo che funziona anche per non manifold.
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/// Change face via z
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void NextF()
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{
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FaceType * t = f;
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f = t->FFp(z);
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z = t->FFi(z);
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}
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// Paolo Cignoni 19/6/99
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// Si muove sulla faccia adiacente a f, lungo uno spigolo che
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// NON e' j, e che e' adiacente a v
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// in questo modo si scandiscono tutte le facce incidenti in un
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// vertice f facendo Next() finche' non si ritorna all'inizio
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// Nota che sul bordo rimbalza, cioe' se lo spigolo !=j e' di bordo
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// restituisce sempre la faccia f ma con nj che e' il nuovo spigolo di bordo
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// vecchi parametri: FaceType * & f, VertexType * v, int & j
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/// It moves on the adjacent face incident to v, via a different edge that j
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void NextE()
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{
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assert( f->V(z)==v || f->V(f->Next(z))==v ); // L'edge j deve contenere v
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FlipE();
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FlipF();
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assert( f->V(z)==v || f->V(f->Next(z))==v );
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}
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// Cambia edge mantenendo la stessa faccia e lo stesso vertice
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/// Changes edge maintaining the same face and the same vertex
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void FlipE()
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{
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assert(f->V(f->Prev(z))!=v && (f->V(f->Next(z))==v || f->V((z+0)%f->VN())==v));
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if(f->V(f->Next(z))==v) z=f->Next(z);
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else z= f->Prev(z);
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assert(f->V(f->Prev(z))!=v && (f->V(f->Next(z))==v || f->V((z))==v));
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}
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// Cambia Faccia mantenendo lo stesso vertice e lo stesso edge
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// Vale che he.flipf.flipf= he
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// Se l'he e' di bordo he.flipf()==he
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// Si puo' usare SOLO se l'edge e' 2manifold altrimenti
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// si deve usare nextf
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/// Changes face maintaining the same vertex and the same edge
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void FlipF()
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{
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assert( f->FFp(z)->FFp(f->FFi(z))==f ); // two manifoldness check
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// Check that pos vertex is one of the current z-th edge and it is different from the vert opposite to the edge.
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assert(f->V(f->Prev(z))!=v && (f->V(f->Next(z))==v || f->V((z))==v));
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FaceType *nf=f->FFp(z);
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int nz=f->FFi(z);
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assert(nf->V(nf->Prev(nz))!=v && (nf->V(nf->Next(nz))==v || nf->V((nz))==v));
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f=nf;
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z=nz;
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assert(f->V(f->Prev(z))!=v && (f->V(f->Next(z))==v || f->V(z)==v));
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}
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/// Changes vertex maintaining the same face and the same edge
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void FlipV()
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{
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assert(f->V(f->Prev(z))!=v && (f->V(f->Next(z))==v || f->V(z)==v));
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if(f->V(f->Next(z))==v)
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v=f->V(z);
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else
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v=f->V(f->Next(z));
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assert(f->V(f->Prev(z))!=v && (f->V(f->Next(z))==v || f->V(z)==v));
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}
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/// return the vertex that it should have if we make FlipV;
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VertexType *VFlip() const
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{
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assert(f->cV(f->Prev(z))!=v && (f->cV(f->Next(z))==v || f->cV(z)==v));
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if(f->cV(f->Next(z))==v) return f->cV(z);
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else return f->cV(f->Next(z));
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}
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/// return the face that it should have if we make FlipF;
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FaceType *FFlip() const
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{
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// assert( f->FFp(z)->FFp(f->FFi(z))==f );
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// assert(f->V(f->Prev(z))!=v);
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// assert(f->V(f->Next(z))==v || f->V((z+0)%f->VN())==v);
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FaceType *nf=f->FFp(z);
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return nf;
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}
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// Trova il prossimo half-edge di bordo (nhe)
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// tale che
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// --nhe.f adiacente per vertice a he.f
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// --nhe.v adiacente per edge di bordo a he.v
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// l'idea e' che se he e' un half edge di bordo
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// si puo scorrere tutto un bordo facendo
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//
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// hei=he;
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// do
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// hei.Nextb()
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// while(hei!=he);
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/// Finds the next half-edge border
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void NextB( )
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{
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assert(f->V(f->Prev(z))!=v && (f->V(f->Next(z))==v || f->V(z)==v));
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assert(f->FFp(z)==f); // f is border along j
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// Si deve cambiare faccia intorno allo stesso vertice v
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//finche' non si trova una faccia di bordo.
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do
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NextE();
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while(!IsBorder());
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// L'edge j e' di bordo e deve contenere v
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assert(IsBorder() &&( f->V(z)==v || f->V(f->Next(z))==v ));
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FlipV();
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assert(f->V(f->Prev(z))!=v && (f->V(f->Next(z))==v || f->V(z)==v));
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assert(f->FFp(z)==f); // f is border along j
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}
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/// Finds the next half-edge border
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void NextNotFaux( )
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{
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assert(f->V(f->Prev(z))!=v && (f->V(f->Next(z))==v || f->V(z)==v));
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//assert(f->FFp(z)==f); // f is border along j
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// Si deve cambiare faccia intorno allo stesso vertice v
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//finche' non si trova una faccia di bordo.
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do
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{
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FlipE();
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if (IsFaux()) FlipF();
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}
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while(IsFaux());
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// L'edge j e' di bordo e deve contenere v
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assert((!IsFaux()) &&( f->V(z)==v || f->V(f->Next(z))==v ));
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FlipV();
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assert(f->V(f->Prev(z))!=v && (f->V(f->Next(z))==v || f->V(z)==v));
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//assert(f->FFp(z)==f); // f is border along j
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}
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/// Finds the next Crease half-edge border
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/// TODO change crease flag with something more generic (per edge)
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void NextCrease( )
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{
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assert(f->V(f->Prev(z))!=v && (f->V(f->Next(z))==v || f->V(z)==v));
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assert(IsCrease()); // f is border along j
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// Si deve cambiare faccia intorno allo stesso vertice v
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//finche' non si trova una faccia di bordo.
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do
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{
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FlipE();
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if (!IsCrease()) FlipF();
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}
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while(!IsCrease());
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// L'edge j e' di bordo e deve contenere v
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assert(IsCrease() &&( f->V(z)==v || f->V(f->Next(z))==v ));
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FlipV();
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assert(f->V(f->Prev(z))!=v && (f->V(f->Next(z))==v || f->V(z)==v));
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}
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/// Checks if the half-edge is of border
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bool IsBorder()const
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{
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return face::IsBorder(*f,z);
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}
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/// Checks if the half-edge is of crease
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bool IsCrease() const
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{
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return f->IsCrease(z);
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}
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bool IsFaux() const
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{
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return (f->IsF(z));
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}
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bool IsManifold()
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{
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return face::IsManifold(*f,z);
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}
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/*!
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* Returns the number of vertices incident on the vertex pos is currently pointing to.
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*/
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int NumberOfIncidentVertices()
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{
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int count = 0;
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bool on_border = false;
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CheckIncidentFaces(count, on_border);
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if(on_border) return (count/2)+1;
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else return count;
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}
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/*!
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* Returns the number of faces incident on the vertex pos is currently pointing to.
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*/
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int NumberOfIncidentFaces()
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{
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int count = 0;
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bool on_border = false;
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CheckIncidentFaces(count, on_border);
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if(on_border) return count/2;
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else return count;
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}
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/*!
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* Returns the number of faces incident on the edge the pos is currently pointing to.
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* useful to compute the complexity of a non manifold edge
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*/
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int NumberOfFacesOnEdge() const
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{
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int count = 0;
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PosType ht = *this;
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do
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{
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ht.NextF();
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++count;
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}
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while (ht!=*this);
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return count;
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}
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/** Function to inizialize an half-edge.
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@param fp Puntatore alla faccia
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@param zp Indice dell'edge
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@param vp Puntatore al vertice
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*/
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void Set(FaceType * const fp, int const zp, VertexType * const vp)
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{
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f=fp;z=zp;v=vp;
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assert(f->V(f->Prev(z))!=v && (f->V(f->Next(z))==v || f->V(z)==v));
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}
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void Set(FaceType * const pFace, VertexType * const pVertex)
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{
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f = pFace;
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v = pVertex;
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for(int i = 0; i < f->VN(); ++i) if(f->V(i) == v ) {z = f->Prev(i);break;}
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}
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void Assert()
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#ifdef _DEBUG
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{
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FaceType ht=*this;
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ht.FlipF();
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ht.FlipF();
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assert(ht==*this);
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ht.FlipE();
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ht.FlipE();
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assert(ht==*this);
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ht.FlipV();
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ht.FlipV();
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assert(ht==*this);
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}
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#else
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{}
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#endif
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protected:
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void CheckIncidentFaces(int & count, bool & on_border)
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{
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PosType ht = *this;
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do
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{
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++count;
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ht.NextE();
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if(ht.IsBorder()) on_border=true;
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} while (ht != *this);
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}
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};
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/** Class VFIterator.
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This class is used as an iterator over the VF adjacency.
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It allow to easily traverse all the faces around a given vertex v;
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The faces are traversed in no particular order. No Manifoldness requirement.
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typical example:
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VertexPointer v;
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vcg::face::VFIterator<FaceType> vfi(v);
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for (;!vfi.End();++vfi)
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vfi.F()->ClearV();
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// Alternative
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vcg::face::VFIterator<FaceType> vfi(f, 1);
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while (!vfi.End()){
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vfi.F()->ClearV();
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++vfi;
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}
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See also the JumpingPos in jumping_pos.h for an iterator that loops
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around the faces of a vertex using FF topology and without requiring the VF topology.
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*/
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template <typename FaceType>
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class VFIterator
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{
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public:
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/// The vertex type
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typedef typename FaceType::VertexType VertexType;
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/// The Base face type
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typedef FaceType VFIFaceType;
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/// The vector type
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typedef typename VertexType::CoordType CoordType;
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/// The scalar type
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typedef typename VertexType::ScalarType ScalarType;
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/// Pointer to the face of the half-edge
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FaceType *f;
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/// Index of the vertex
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int z;
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/// Default constructor
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VFIterator() : f(0), z(-1) {}
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/// Constructor which associates the half-edge elementet with a face and its vertex
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VFIterator(FaceType * _f, const int & _z){f = _f; z = _z; assert(z>=0 && "VFAdj must be initialized");}
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/// Constructor which takes a pointer to vertex
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VFIterator(VertexType * _v){f = _v->VFp(); z = _v->VFi(); assert(z>=0 && "VFAdj must be initialized");}
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VFIFaceType *& F() { return f;}
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int & I() { return z;}
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// Access to the vertex. Having a VFIterator vfi, it corresponds to
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// vfi.V() = vfi.F()->V(vfi.I())
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inline VertexType *V() const { return f->V(z);}
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inline VertexType * const & V0() const { return f->V0(z);}
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inline VertexType * const & V1() const { return f->V1(z);}
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inline VertexType * const & V2() const { return f->V2(z);}
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bool End() const {return f==0;}
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void operator++() {
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FaceType* t = f;
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|
f = t->VFp(z);
|
|
z = t->VFi(z);
|
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}
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|
|
|
};
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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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