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/* ----------------------------------------------------------------------- *
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* This file is part of GEL, http://www.imm.dtu.dk/GEL
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* Copyright (C) the authors and DTU Informatics
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* For license and list of authors, see ../../doc/intro.pdf
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* ----------------------------------------------------------------------- */
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/**
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* @file Manifold.h
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* @brief The Manifold class is the main data structure of HMesh - the actual mesh.
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*/
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#pragma once
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#include <algorithm>
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#include "../CGLA/Vec3d.h"
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#include "ConnectivityKernel.h"
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#include "Iterators.h"
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#include "Walker.h"
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#include "AttributeVector.h"
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namespace Geometry
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{
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// forward declaration
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class TriMesh;
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class IndexedFaceSet;
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}
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namespace HMesh
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{
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/** The Manifold class represents a halfedge based mesh. Since meshes based on the halfedge
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representation must be manifold (although exceptions could be made) the class is thus named.
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Manifold contains many functions for mesh manipulation and associated the position attribute
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with vertices.*/
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class Manifold
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{
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public:
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/// Vector type used for positions of vertices.
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typedef CGLA::Vec3d Vec;
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/// Default constructor
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Manifold();
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/** \brief Build a manifold.
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The arguments are the number of vertices, no_vertices, the vector of vertices, vertvec, the number of faces, no_faces.
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facevecis an array where each entry indicates the number of vertices in that face.
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The array indices contains all the corresponding vertex indices in one concatenated list. */
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void build( size_t no_vertices,
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const float* vertvec,
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size_t no_faces,
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const int* facevec,
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const int* indices);
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/** \brief Build a manifold.
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This function is for vertices given in double precision.
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The arguments are the number of vertices, no_vertices, the vector of vertices, vertvec, the number of faces, no_faces.
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facevecis an array where each entry indicates the number of vertices in that face.
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The array indices contains all the corresponding vertex indices in one concatenated list. */
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void build( size_t no_vertices,
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const double* vertvec,
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size_t no_faces,
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const int* facevec,
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const int* indices);
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/// Build a manifold from a TriMesh
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void build(const Geometry::TriMesh& mesh);
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/** Add a face to the Manifold.
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This function is provided a vector of points in space and transforms it into a single
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polygonal face calling build. It is purely for convenience. */
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FaceID add_face(std::vector<Manifold::Vec> points);
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/** Removes a face from the Manifold. If it is an interior face it is simply replaces
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by an InvalidFaceID. If the face contains boundary edges, these are removed. Situations
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may arise where the mesh is no longer manifold because the situation at a boundary vertex
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is not homeomorphic to a half disk. This, we can probably ignore since from the data
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structure point of view it is not really a problem that a vertex is incident on two holes -
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a hole can be seen as a special type of face. The function returns false if the FaceID is
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not valid, otherwise the function must complete. */
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bool remove_face(FaceID fid);
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/** Remove an edge from the Manifold.
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This function will remove the faces on either side and the edge itself in the process. Thus,
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it is a simple application of remove_face. */
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bool remove_edge(HalfEdgeID hid);
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/** Remove a vertex from the Manifold.
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This function merges all faces around the vertex into one and then removes
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this resulting face. */
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bool remove_vertex(VertexID vid);
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/// number of vertices
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size_t no_vertices() const { return kernel.no_vertices();}
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/// number of active faces
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size_t no_faces() const { return kernel.no_faces();}
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/// number of active halfedges
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size_t no_halfedges() const { return kernel.no_halfedges();}
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/// number of total vertices in kernel
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size_t allocated_vertices() const { return kernel.allocated_vertices();}
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/// number of total faces in kernel
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size_t allocated_faces() const { return kernel.allocated_faces();}
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/// number of total halfedges in kernel
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size_t allocated_halfedges() const { return kernel.allocated_halfedges();}
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/// check if ID of vertex is in use
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bool in_use(VertexID id) const { return kernel.in_use(id);}
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/// check if ID of face is in use
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bool in_use(FaceID id) const { return kernel.in_use(id);}
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/// check if ID of halfedge is in use
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bool in_use(HalfEdgeID id) const { return kernel.in_use(id);}
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IDIteratorPair<Vertex> vertices() const {return IDIteratorPair<Vertex>(kernel.vertices_begin(),
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kernel.vertices_end());}
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IDIteratorPair<Face> faces() const {return IDIteratorPair<Face>(kernel.faces_begin(),
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kernel.faces_end());}
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IDIteratorPair<HalfEdge> halfedges() const {return IDIteratorPair<HalfEdge>(kernel.halfedges_begin(),
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kernel.halfedges_end());}
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/// Iterator to first VertexID, optional argument defines if unused items should be skipped
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VertexIDIterator vertices_begin(bool skip = true) const { return kernel.vertices_begin();}
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/// Iterator to first FaceID, optional argument defines if unused items should be skipped
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FaceIDIterator faces_begin(bool skip = true) const { return kernel.faces_begin();}
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/// Iterator to first HalfEdgeID, optional argument defines if unused items should be skipped
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HalfEdgeIDIterator halfedges_begin(bool skip = true) const { return kernel.halfedges_begin();}
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/// Iterator to past the end VertexID
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VertexIDIterator vertices_end() const { return kernel.vertices_end();}
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/// Iterator topast the end FaceID
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FaceIDIterator faces_end() const { return kernel.faces_end();}
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/// Iterator to past the end HalfEdgeID
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HalfEdgeIDIterator halfedges_end() const {return kernel.halfedges_end(); }
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/** \brief Bridge f0 and f1 by connecting the vertex pairs given in pairs.
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This function creates a cylindrical connection between f0 and f1. f0 and f1 are removed and the vertices
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given in pairs are connected by edges. The result is a cylindrical connection that changes the genus of the object.
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This function leaves all error chethising in the hands of the user (for now). The faces clearly should not have any
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vertices or edges in common as this will create a non-manifold situation. Also the faces should face towards or away
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from each other and be in a position where it is reasonable to make the bridge. The connections should also make sense
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from a geometric point of view and should be in a counter clothiswise loop on f0 and a clothiswise loop on f1. No need to
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connect all vertices.
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The function returns a vector of HalfEdgeIDs. Those are, of course, the connecting halfedges - also the opposite edges.
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*/
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std::vector<HalfEdgeID> bridge_faces(FaceID f0, FaceID f1, const std::vector<std::pair<VertexID, VertexID> >& pairs);
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/** \brief Collapse the halfedge h.
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The argument h is the halfedge being removed. The vertex v=h->opp->vert is the one being removed while h->vert survives.
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The final argument indicates whether the surviving vertex should have the average position of the former vertices.
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By default false meaning that the surviving vertex retains it position.
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This function is not guaranteed to keep the mesh sane unless, precond_collapse_edge has returned true !! */
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void collapse_edge(HalfEdgeID h, bool avg_vertices = false);
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/** \brief Split a face.
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The face, f, is split by creating an edge with endpoints v0 and v1 (the next two arguments).
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The vertices of the old face between v0 and v1 (in counter clothiswise order) continue to belong to f.
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The vertices between v1 and v0 belong to the new face. A handle to the new face is returned. */
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FaceID split_face_by_edge(FaceID f, VertexID v0, VertexID v1);
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/** \brief Split a polygon, f, by inserting a vertex at the barycenter.
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This function is less likely to create flipped triangles than the split_face_triangulate function.
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On the other hand, it introduces more vertices and probably makes the triangles more acute.
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A handle to the inserted vertex is returned. */
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VertexID split_face_by_vertex(FaceID f);
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// VertexID split_face_by_vertex(HalfEdgeID h);
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/** \brief Insert a new vertex on halfedge h.
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The new halfedge is insterted as the previous edge to h.
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A handle to the inserted vertex is returned. */
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VertexID split_edge(HalfEdgeID h);
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/** \brief Stitch two halfedges.
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Two boundary halfedges can be stitched together. This can be used to build a complex mesh
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from a bunch of simple faces. */
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bool stitch_boundary_edges(HalfEdgeID h0, HalfEdgeID h1);
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/** \brief Merges two faces into a single polygon.
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The first face is f. The second face is adjacent to f along the halfedge h.
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This function returns true if the merging was possible and false otherwise.
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Currently merge only fails if the mesh is already illegal. Thus it should, in fact, never fail. */
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bool merge_faces(FaceID f, HalfEdgeID h);
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/** \brief Merge all faces in the one ring of a vertex into a single polygon.
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The vertex is given by v.
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The return value is the FaceID of the resulting polygonal face.
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InvalidFaceID is returned if
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- the input vertex is not in use or
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- the input vertex has valence less than two which is a degenerate case.
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- the input vertex is a boundary vertex of valence two - i.e. adjacent to just one face.
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- the same halfedge appears in two faces of the one ring of the input vertex: I.e.
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the input vertex is twice adjacent to the same face!
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Note that this function can create some unusual and arguably degenerate meshes. For instance,
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two triangles which share all vertices is collapsed to a single pair of vertices connected by
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a pair of halfedges bounding the same face. */
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FaceID merge_one_ring(VertexID v, float max_loop_length = FLT_MAX);
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/** \brief Close hole given by the invalid face of halfedgehandle h.
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returns FaceID of the created face or the face that is already there if the
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face was not InvalidFaceID. */
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FaceID close_hole(HalfEdgeID h);
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/// \brief Flip an edge h.
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void flip_edge(HalfEdgeID h);
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/// Return reference to position given by VertexID
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Vec& pos(VertexID id);
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/// Return const reference to position given by VertexID
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const Vec& pos(VertexID id) const;
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/// Return a reference to the entire positions attribute vector
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VertexAttributeVector<Vec>& positions_attribute_vector();
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/// Return a const reference to the entire positions attribute vector
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const VertexAttributeVector<Vec>& positions_attribute_vector() const;
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/// Clear the mesh. Remove all faces, halfedges, and vertices.
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void clear();
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/// Remove unused items from Mesh, map argument is to be used for attribute vector cleanups in order to maintain sync.
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void cleanup(IDRemap& map);
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/// Remove unused items from Mesh
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void cleanup();
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/// Returns a Walker to the out halfedge of vertex given by VertexID
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Walker walker(VertexID id) const;
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/// Returns a Walker to the last halfedge of face given by FaceID
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Walker walker(FaceID id) const;
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/// Returns a Walker to the halfedge given by HalfEdgeID
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Walker walker(HalfEdgeID id) const;
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private:
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ConnectivityKernel kernel;
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VertexAttributeVector<Vec> positions;
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// private template for building the manifold from various types
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template<typename size_type, typename float_type, typename int_type>
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void build_template(size_type no_vertices,
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const float_type* vertvec,
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size_type no_faces,
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const int_type* facevec,
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const int_type* indices);
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/// Set the next and prev indices of the first and second argument respectively.
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void link(HalfEdgeID h0, HalfEdgeID h1);
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/// Glue halfedges by letting the opp indices point to each other.
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void glue(HalfEdgeID h0, HalfEdgeID h1);
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/// Auxiliary function called from collapse
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void remove_face_if_degenerate(HalfEdgeID h);
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/// Ensure boundary consistency.
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void ensure_boundary_consistency(VertexID v);
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};
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/** \brief Verify Manifold Integrity
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Performs a series of tests to chethis that this is a valid manifold.
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This function is not rigorously constructed but seems to catch all problems so far.
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The function returns true if the mesh is valid and false otherwise. */
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bool valid(const Manifold& m);
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/// Calculate the bounding box of the manifold
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void bbox(const Manifold& m, Manifold::Vec& pmin, Manifold::Vec& pmax);
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/// Calculate the bounding sphere of the manifold
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void bsphere(const Manifold& m, Manifold::Vec& c, float& r);
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/** \brief Test for legal edge collapse.
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The argument h is the halfedge we want to collapse.
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If this function does not return true, it is illegal to collapse h.
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The reason is that the collapse would violate the manifold property of the mesh.
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The test is as follows:
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1. For the two vertices adjacent to the edge, we generate a list of all their neighbouring vertices.
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We then generate a list of the vertices that occur in both these lists.
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That is, we find all vertices connected by edges to both endpoints of the edge and store these in a list.
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2. For both faces incident on the edge, chethis whether they are triangular.
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If this is the case, the face will be removed, and it is ok that the the third vertex is connected to both endpoints.
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Thus the third vertex in such a face is removed from the list generated in 1.
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3. If the list is now empty, all is well.
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Otherwise, there would be a vertex in the new mesh with two edges connecting it to the same vertex. Return false.
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4. TETRAHEDRON TEST:
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If the valency of both vertices is three, and the incident faces are triangles, we also disallow the operation.
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Reason: A vertex valency of two and two triangles incident on the adjacent vertices makes the construction collapse.
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5. VALENCY 4 TEST:
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If a triangle is adjacent to the edge being collapsed, it disappears.
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This means the valency of the remaining edge vertex is decreased by one.
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A valency two vertex reduced to a valency one vertex is considered illegal.
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6. PREVENT MERGING HOLES:
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Collapsing an edge with boundary endpoints and valid faces results in the creation where two holes meet.
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A non manifold situation. We could relax this...
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7. New test: if the same face is in the one-ring of both vertices but not adjacent to the common edge,
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then the result of a collapse would be a one ring where the same face occurs twice. This is disallowed as the resulting
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face would be non-simple. */
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bool precond_collapse_edge(const Manifold& m, HalfEdgeID h);
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/** \brief Test fpr legal edge flip.
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Returns false if flipping cannot be performed. This is due to one of following:
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1. one of the two adjacent faces is not a triangle.
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2. Either end point has valency three.
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3. The vertices that will be connected already are. */
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bool precond_flip_edge(const Manifold& m, HalfEdgeID h);
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/// Returns true if the halfedge is a boundary halfedge.
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bool boundary(const Manifold& m, HalfEdgeID h);
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/// Return the geometric length of a halfedge.
|
633 |
janba |
318 |
double length(const Manifold& m, HalfEdgeID h);
|
136 |
jab |
319 |
|
595 |
jab |
320 |
/// Returns true if the vertex is a boundary vertex.
|
|
|
321 |
bool boundary(const Manifold& m, VertexID v);
|
133 |
jab |
322 |
|
595 |
jab |
323 |
/// Compute valency, i.e. number of incident edges.
|
|
|
324 |
int valency(const Manifold& m, VertexID v);
|
39 |
bj |
325 |
|
595 |
jab |
326 |
/// Compute the vertex normal. This function computes the angle weighted sum of incident face normals.
|
|
|
327 |
Manifold::Vec normal(const Manifold& m, VertexID v);
|
39 |
bj |
328 |
|
595 |
jab |
329 |
/// Returns true if the two argument vertices are in each other's one-rings.
|
|
|
330 |
bool connected(const Manifold& m, VertexID v0, VertexID v1);
|
39 |
bj |
331 |
|
595 |
jab |
332 |
/// Compute the number of edges of a face
|
|
|
333 |
int no_edges(const Manifold& m, FaceID f);
|
39 |
bj |
334 |
|
595 |
jab |
335 |
/** Compute the normal of a face. If the face is not a triangle,
|
|
|
336 |
the normal is not defined, but computed using the first three
|
|
|
337 |
vertices of the face. */
|
|
|
338 |
Manifold::Vec normal(const Manifold& m, FaceID f);
|
136 |
jab |
339 |
|
595 |
jab |
340 |
/// Compute the area of a face.
|
633 |
janba |
341 |
double area(const Manifold& m, FaceID f);
|
39 |
bj |
342 |
|
595 |
jab |
343 |
/// Compute the perimeter of a face.
|
633 |
janba |
344 |
double perimeter(const Manifold& m, FaceID f);
|
39 |
bj |
345 |
|
595 |
jab |
346 |
/// Compute the centre of a face
|
|
|
347 |
Manifold::Vec centre(const Manifold& m, FaceID f);
|
39 |
bj |
348 |
|
595 |
jab |
349 |
/*******************************************************************
|
|
|
350 |
* Manifold code
|
|
|
351 |
*******************************************************************/
|
39 |
bj |
352 |
|
595 |
jab |
353 |
inline Manifold::Manifold(){}
|
39 |
bj |
354 |
|
595 |
jab |
355 |
inline Manifold::Vec& Manifold::pos(VertexID id)
|
|
|
356 |
{ return positions[id]; }
|
|
|
357 |
inline const Manifold::Vec& Manifold::pos(VertexID id) const
|
|
|
358 |
{ return positions[id]; }
|
631 |
janba |
359 |
|
|
|
360 |
inline VertexAttributeVector<Manifold::Vec>& Manifold::positions_attribute_vector()
|
|
|
361 |
{
|
|
|
362 |
return positions;
|
|
|
363 |
}
|
|
|
364 |
|
|
|
365 |
inline const VertexAttributeVector<Manifold::Vec>& Manifold::positions_attribute_vector() const
|
|
|
366 |
{
|
|
|
367 |
return positions;
|
|
|
368 |
}
|
39 |
bj |
369 |
|
595 |
jab |
370 |
inline void Manifold::clear()
|
|
|
371 |
{
|
|
|
372 |
kernel.clear();
|
|
|
373 |
positions.clear();
|
|
|
374 |
}
|
39 |
bj |
375 |
|
595 |
jab |
376 |
inline Walker Manifold::walker(VertexID id) const
|
|
|
377 |
{ return Walker(kernel, kernel.out(id)); }
|
|
|
378 |
inline Walker Manifold::walker(FaceID id) const
|
|
|
379 |
{ return Walker(kernel, kernel.last(id)); }
|
|
|
380 |
inline Walker Manifold::walker(HalfEdgeID id) const
|
|
|
381 |
{ return Walker(kernel, id); }
|
39 |
bj |
382 |
|
178 |
bj |
383 |
|
595 |
jab |
384 |
inline void Manifold::cleanup(IDRemap& map)
|
|
|
385 |
{
|
|
|
386 |
kernel.cleanup(map);
|
|
|
387 |
positions.cleanup(map.vmap);
|
|
|
388 |
}
|
|
|
389 |
|
|
|
390 |
inline void Manifold::cleanup()
|
|
|
391 |
{
|
|
|
392 |
IDRemap map;
|
|
|
393 |
Manifold::cleanup(map);
|
|
|
394 |
}
|
631 |
janba |
395 |
|
633 |
janba |
396 |
inline int circulate_vertex_ccw(const Manifold& m, VertexID v, std::function<void(Walker&)> f)
|
631 |
janba |
397 |
{
|
633 |
janba |
398 |
Walker w = m.walker(v);
|
|
|
399 |
for(; !w.full_circle(); w = w.circulate_vertex_ccw()) f(w);
|
|
|
400 |
return w.no_steps();
|
631 |
janba |
401 |
}
|
633 |
janba |
402 |
inline int circulate_vertex_ccw(const Manifold& m, VertexID v, std::function<void(VertexID)> f)
|
631 |
janba |
403 |
{
|
633 |
janba |
404 |
return circulate_vertex_ccw(m, v, [&](Walker& w){f(w.vertex());});
|
631 |
janba |
405 |
}
|
633 |
janba |
406 |
inline int circulate_vertex_ccw(const Manifold& m, VertexID v, std::function<void(FaceID)> f)
|
631 |
janba |
407 |
{
|
633 |
janba |
408 |
return circulate_vertex_ccw(m, v, [&](Walker& w){f(w.face());});
|
631 |
janba |
409 |
}
|
633 |
janba |
410 |
inline int circulate_vertex_ccw(const Manifold& m, VertexID v, std::function<void(HalfEdgeID)> f)
|
631 |
janba |
411 |
{
|
633 |
janba |
412 |
return circulate_vertex_ccw(m, v, [&](Walker& w){f(w.halfedge());});
|
631 |
janba |
413 |
}
|
|
|
414 |
|
633 |
janba |
415 |
inline int circulate_vertex_cw(const Manifold& m, VertexID v, std::function<void(Walker&)> f)
|
631 |
janba |
416 |
{
|
633 |
janba |
417 |
Walker w = m.walker(v);
|
|
|
418 |
for(; !w.full_circle(); w = w.circulate_vertex_cw()) f(w);
|
|
|
419 |
return w.no_steps();
|
631 |
janba |
420 |
}
|
633 |
janba |
421 |
inline int circulate_vertex_cw(const Manifold& m, VertexID v, std::function<void(VertexID)> f)
|
631 |
janba |
422 |
{
|
633 |
janba |
423 |
return circulate_vertex_cw(m, v, [&](Walker& w){f(w.vertex());});
|
631 |
janba |
424 |
}
|
633 |
janba |
425 |
inline int circulate_vertex_cw(const Manifold& m, VertexID v, std::function<void(FaceID)> f)
|
631 |
janba |
426 |
{
|
633 |
janba |
427 |
return circulate_vertex_cw(m, v, [&](Walker& w){f(w.face());});
|
631 |
janba |
428 |
}
|
633 |
janba |
429 |
inline int circulate_vertex_cw(const Manifold& m, VertexID v, std::function<void(HalfEdgeID)> f)
|
631 |
janba |
430 |
{
|
633 |
janba |
431 |
return circulate_vertex_cw(m, v, [&](Walker& w){f(w.halfedge());});
|
631 |
janba |
432 |
}
|
|
|
433 |
|
633 |
janba |
434 |
inline int circulate_face_ccw(const Manifold& m, FaceID f, std::function<void(Walker&)> g)
|
631 |
janba |
435 |
{
|
633 |
janba |
436 |
Walker w = m.walker(f);
|
|
|
437 |
for(; !w.full_circle(); w = w.circulate_face_ccw()) g(w);
|
|
|
438 |
return w.no_steps();
|
631 |
janba |
439 |
}
|
633 |
janba |
440 |
inline int circulate_face_ccw(const Manifold& m, FaceID f, std::function<void(VertexID)> g)
|
631 |
janba |
441 |
{
|
633 |
janba |
442 |
return circulate_face_ccw(m, f, [&](Walker& w){g(w.vertex());});
|
631 |
janba |
443 |
}
|
633 |
janba |
444 |
inline int circulate_face_ccw(const Manifold& m, FaceID f, std::function<void(FaceID)> g)
|
631 |
janba |
445 |
{
|
633 |
janba |
446 |
return circulate_face_ccw(m, f, [&](Walker& w){g(w.face());});
|
631 |
janba |
447 |
}
|
633 |
janba |
448 |
inline int circulate_face_ccw(const Manifold& m, FaceID f, std::function<void(HalfEdgeID)> g)
|
631 |
janba |
449 |
{
|
633 |
janba |
450 |
return circulate_face_ccw(m, f, [&](Walker& w){g(w.halfedge());});
|
631 |
janba |
451 |
}
|
|
|
452 |
|
633 |
janba |
453 |
inline int circulate_face_cw(const Manifold& m, FaceID f, std::function<void(Walker&)> g)
|
631 |
janba |
454 |
{
|
633 |
janba |
455 |
Walker w = m.walker(f);
|
|
|
456 |
for(; !w.full_circle(); w = w.circulate_face_cw()) g(w);
|
|
|
457 |
return w.no_steps();
|
631 |
janba |
458 |
}
|
633 |
janba |
459 |
inline int circulate_face_cw(const Manifold& m, FaceID f, std::function<void(VertexID)> g)
|
631 |
janba |
460 |
{
|
633 |
janba |
461 |
return circulate_face_cw(m, f, [&](Walker& w){g(w.vertex());});
|
631 |
janba |
462 |
}
|
633 |
janba |
463 |
inline int circulate_face_cw(const Manifold& m, FaceID f, std::function<void(FaceID)> g)
|
631 |
janba |
464 |
{
|
633 |
janba |
465 |
return circulate_face_cw(m, f, [&](Walker& w){g(w.face());});
|
631 |
janba |
466 |
}
|
633 |
janba |
467 |
inline int circulate_face_cw(const Manifold& m, FaceID f, std::function<void(HalfEdgeID)> g)
|
631 |
janba |
468 |
{
|
633 |
janba |
469 |
return circulate_face_cw(m, f, [&](Walker& w){g(w.halfedge());});
|
631 |
janba |
470 |
}
|
|
|
471 |
|
|
|
472 |
|
595 |
jab |
473 |
}
|