264 lines
8.3 KiB
C++
264 lines
8.3 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 1.14 2004/12/10 01:04:42 cignoni
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better comments
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Revision 1.13 2004/11/23 10:34:45 cignoni
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passed parameters by reference in many funcs and gcc cleaning
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****************************************************************************/
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#ifndef __VCG_TETRA_TRI_COLLAPSE
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#define __VCG_TETRA_TRI_COLLAPSE
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#include<vcg/simplex/face/pos.h>
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#include<vcg/simplex/face/topology.h>
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#include<map>
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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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/** This a static utility class for the edge collapse.
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It provides a common set of useful function for actually making an edge collapse over a trimesh.
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See also the corresponding class in the local optimization framework called TriEdgeCollapse
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**/
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template <class TRI_MESH_TYPE>
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class EdgeCollapse
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{
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public:
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/// The tetrahedral mesh type
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typedef TRI_MESH_TYPE TriMeshType;
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/// The tetrahedron type
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typedef typename TriMeshType::FaceType FaceType;
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/// The vertex type
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typedef typename FaceType::VertexType VertexType;
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/// The vertex iterator type
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typedef typename TriMeshType::VertexIterator VertexIterator;
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/// The tetra iterator type
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typedef typename TriMeshType::FaceIterator FaceIterator;
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/// The coordinate type
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typedef typename FaceType::VertexType::CoordType CoordType;
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/// The scalar type
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typedef typename TriMeshType::VertexType::ScalarType ScalarType;
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///the container of tetrahedron type
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typedef typename TriMeshType::FaceContainer FaceContainer;
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///the container of vertex type
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typedef typename TriMeshType::VertContainer VertContainer;
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///half edge type
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typedef typename TriMeshType::FaceType::EdgeType EdgeType;
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/// vector of pos
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typedef typename std::vector<EdgeType> EdgeVec;
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///of VFIterator
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typedef typename vcg::face::VFIterator<FaceType> VFI;
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/// vector of VFIterator
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typedef typename std::vector<vcg::face::VFIterator<FaceType> > VFIVec;
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/// Default Constructor
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EdgeCollapse()
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{
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};
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~EdgeCollapse()
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{
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};
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static VFIVec & AV0(){static VFIVec av0; return av0;}
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static VFIVec & AV1(){static VFIVec av1; return av1;}
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static VFIVec & AV01(){static VFIVec av01; return av01;}
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void FindSets(EdgeType &p)
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{
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VertexType * v0 = p.V(0);
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VertexType * v1 = p.V(1);
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AV0().clear(); // Facce incidenti in v0
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AV1().clear(); // Facce incidenti in v1
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AV01().clear(); // Facce incidenti in v0 e v1
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VFI x;
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for( x.f = v0->VFp(), x.z = v0->VFi(); x.f!=0; ++x)
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{
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int zv1 = -1;
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for(int j=0;j<3;++j)
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if( x.f->V(j)==&*v1 ) {
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zv1 = j;
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break;
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}
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if(zv1==-1) AV0().push_back( x ); // la faccia x.f non ha il vertice v1 => e' incidente solo in v0
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else AV01().push_back( x );
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}
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for( x.f = v1->VFp(), x.z = v1->VFi(); x.f!=0; ++x )
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{
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int zv0 = -1;
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for(int j=0;j<3;++j)
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if( x.f->V(j)==&*v0 ) {
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zv0 = j;
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break;
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}
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if(zv0==-1) AV1().push_back( x ); // la faccia x.f non ha il vertice v1 => e' incidente solo in v0
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}
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}
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bool LinkConditions(EdgeType pos){
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const int ADJ_1 = TriMeshType::VertexType::NewBitFlag();
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const int ADJ_E = TriMeshType::VertexType::NewBitFlag();
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//enum {ADJ_1= MeshType::VertexType::USER0,
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// ADJ_E= MeshType::VertexType::USER0<<1} ;
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// const int ALLADJ = ADJ_1|ADJ_E;
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const int NOTALLADJ = ~(ADJ_1 | ADJ_E | TriMeshType::VertexType::VISITED);
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const int NOTALLADJ1 = ~(ADJ_E | TriMeshType::VertexType::VISITED);
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//EdgePosB<MeshType::face_type::face_base> x;
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typename vcg::face::VFIterator<FaceType> x;
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// Clear visited and adj flag for all vertices adj to v0;
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for(x.f = pos.V(0)->VFp(), x.z = pos.V(0)->VFi(); x.f!=0; ++x ) {
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x.f->V1(x.z)->Flags() &= NOTALLADJ;
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x.f->V2(x.z)->Flags() &= NOTALLADJ;
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}
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// Clear visited flag for all vertices adj to v1 and set them adj1 to v1;
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for(x.f = pos.V(1)->VFp(), x.z = pos.V(1)->VFi(); x.f!=0; ++x ) {
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x.f->V1(x.z)->Flags() &= NOTALLADJ1;
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x.f->V2(x.z)->Flags() &= NOTALLADJ1;
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}
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// Mark vertices adj to v1 as ADJ_1 and adj1 to v1;
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for(x.f = pos.V(1)->VFp(), x.z = pos.V(1)->VFi(); x.f!=0; ++x ) {
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if(x.f->V1(x.z)==pos.V(0)) x.f->V2(x.z)->Flags() |= ADJ_E | ADJ_1;
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else x.f->V2(x.z)->Flags() |= ADJ_1;
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if(x.f->V2(x.z)==pos.V(0)) x.f->V1(x.z)->Flags() |= ADJ_E | ADJ_1;
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else x.f->V1(x.z)->Flags() |= ADJ_1;
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}
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// compute the number of:
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int adj01=0; // vertices adjacents to both v0 and v1
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int adje=0; // vertices adjacents to an egde (usually 2)
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for(x.f = pos.V(0)->VFp(), x.z = pos.V(0)->VFi(); x.f!=0; ++x ) {
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if(!x.f->V1(x.z)->IsV()) {
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x.f->V1(x.z)->SetV();
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if(x.f->V1(x.z)->Flags()&ADJ_1) ++adj01;
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if(x.f->V1(x.z)->Flags()&ADJ_E) ++adje;
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}
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if(!x.f->V2(x.z)->IsV()) {
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x.f->V2(x.z)->SetV();
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if(x.f->V2(x.z)->Flags()&ADJ_1) ++adj01;
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if(x.f->V2(x.z)->Flags()&ADJ_E) ++adje;
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}
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}
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//bool val=TopoCheck2();
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//if(val != (adj01==adje)) printf("Wrong topo %i %i\n",adj01,adje);
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TriMeshType::VertexType::DeleteBitFlag(ADJ_E);
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TriMeshType::VertexType::DeleteBitFlag(ADJ_1);
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return (adj01==adje);
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}
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int DoCollapse(EdgeType & c, const Point3<ScalarType> &p)
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{
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FindSets(c);
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typename VFIVec::iterator i;
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int n_face_del =0 ;
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//set Face Face topology
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if (TriMeshType::HasFFTopology())
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{
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//int e0=c.z;
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//int e1=c.f->FFi(c.z); //opposite edge
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//FaceType *f0=c.f;
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//FaceType *f1=f0->FFp(c.z);
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//
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////take right indexes
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//FaceType *f00=f0->FFp((e0+1)%3);
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//FaceType *f01=f0->FFp((e0+2)%3);
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//int If00=f0->FFi((e0+1)%3);
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//int If01=f0->FFi((e0+2)%3);
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//
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////then attach faces
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//f00->FFp(If00)=f01;
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//f00->FFi(If00)=If01;
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//f01->FFp(If01)=f00;
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//f01->FFi(If01)=If00;
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////and the ones of face f1
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//f00=f1->FFp((e1+1)%3);
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//f01=f1->FFp((e1+2)%3);
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//If00=f1->FFi((e1+1)%3);
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//If01=f1->FFi((e1+2)%3);
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//
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////and attach faces
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//f00->FFp(If00)=f01;
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//f00->FFi(If00)=If01;
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//f01->FFp(If01)=f00;
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//f01->FFi(If01)=If00;
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}
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for(i=AV01().begin();i!=AV01().end();++i)
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{
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FaceType & f = *((*i).f);
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assert(f.V((*i).z) == c.V(0));
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vcg::face::VFDetach(f,((*i).z+1)%3);
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vcg::face::VFDetach(f,((*i).z+2)%3);
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f.SetD();
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n_face_del++;
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}
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//set Vertex Face topology
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for(i=AV0().begin();i!=AV0().end();++i)
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{
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(*i).f->V((*i).z) = c.V(1); // In tutte le facce incidenti in v0, si sostituisce v0 con v1
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(*i).f->VFp((*i).z) = (*i).f->V((*i).z)->VFp(); // e appendo la lista di facce incidenti in v1 a questa faccia
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(*i).f->VFi((*i).z) = (*i).f->V((*i).z)->VFi();
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(*i).f->V((*i).z)->VFp() = (*i).f;
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(*i).f->V((*i).z)->VFi() = (*i).z;
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}
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c.V(0)->SetD();
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c.V(1)->P()=p;
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return n_face_del;
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}
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};
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}
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}
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#endif
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