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#ifndef __MANIFOLD_H
#define __MANIFOLD_H

#include <vector>
#include <list>
#include <map>

#include "Vertex.h"
#include "HalfEdge.h"
#include "Face.h"

namespace HMesh
{
        class VertexCirculator;
        class FaceCirculator;

        /** \brief A Data structure representing an open or closed manifold.
                        Manifold keeps lists of the entities making up a halfedge mesh
                        and provides basic functions for creating new faces, halfedges
                        and vertices. There are also primitive operations for editing 
                        such as edge collapse. */
        class Manifold
                {
                        std::list<Vertex> vertex_db;
                        std::list<Face> face_db;
                        std::list<HalfEdge> halfedge_db;

                        bool erase_immediately;
                        std::vector<VertexIter> unused_vertices;
                        std::vector<FaceIter> unused_faces;
                        std::vector<HalfEdgeIter> unused_halfedges;


                        /** Remove a face if it contains only two edges.
                                        This is an auxiliary function called from collapse_halfedge. */
                        void remove_face_if_degenerate(HalfEdgeIter);

                        /** Empty copy constructor.
                                        Copying a manifold will not work, since faces, vertices, and
                                        halfedges contain iterators pointing to other faces, vertices,
                                        and halfedges. These pointers would need to be changed if the 
                                        mesh were copied. In other words, we would need to walk the
                                        entire mesh. This may be required but it should not be an 
                                        operation that is easily invoked by calling the copy constructor.
                                        Hence, this operator is made private.           */
                        Manifold(const Manifold&) {}

                        /** Empty assignment operator.
                                        The assignment operator is private for the same reason that the
                                        copy constructor is private. */
                        const Manifold& operator=(const Manifold&) {return *this;}

                public:

                        /// Construct an empty manifold.
                        Manifold(): erase_immediately(true) {}

                        /** Return the bounding box of the manifold. The arguments pmin and pmax
                                        will contain the extreme corners of the box when the function 
                                        returns.        */
                        void get_bbox(CGLA::Vec3f& pmin, CGLA::Vec3f& pmax);

                        /** Get a bounding sphere. When the function returns c contains the
                                        centre and r the radius. */ 
                        void get_bsphere(CGLA::Vec3f& c, float& r);

                        /// Return the number of faces.
                        size_t no_faces() const {return face_db.size();}

                        /// Return the number of halfedges.
                        size_t no_halfedges() const {return halfedge_db.size();}

                        /// Return the number of vertices
                        size_t no_vertices() const {return vertex_db.size();}

                        /** Create a new vertex.
                                        The argument is the position of the vertex, and the 
                                        function returns an iterator pointing to the vertex.
                                        When a vertex v is initially created, is_used(v) will
                                        return false.
                        */
                        VertexIter create_vertex(const CGLA::Vec3f& pos)
                                {
                                        vertex_db.push_back(Vertex(pos));
                                        return --vertex_db.end();
                                }

                        /** Create a new face.
                                        An iterator to the face is returned. When a face f is initially
                                        created, is_used(f) will return false. */
                        FaceIter create_face()
                                {
                                        face_db.push_back(Face());
                                        return --face_db.end();
                                }

                        /** Create a new halfedge. An iterator to the halfedge is returned.
                                        When h is initially created, is_used(h) returns false. */
                        HalfEdgeIter create_halfedge()
                                {
                                        halfedge_db.push_back(HalfEdge());
                                        return --halfedge_db.end();
                                }

                        /// Clear the manifold - removing all data.
                        void clear();

                        /** Remove unused vertices, edges and faces from the database.
                                        If delayed_erase mode is enabled, then until this function 
                                        has been called, erased vertices, edges, and faces are just marked
                                        as unused but not removed from their respective lists. */
                        void remove_unused();


                        /** Delay the actual removal of vertices, faces, and edges that
                                        are erased.  In many cases, it is a problem if one cannot
                                        test whether a vertex, halfedge, or face indicated by an
                                        iterator is in use or has been removed from the mesh. One
                                        solution to this problem is to delay the actual removal of
                                        the vertex, edge or face. Instead when calling, say,
                                        erase_face(f), all the iterators of f are assigned the
                                        appropriate NULL value to indicate that they are not
                                        pointing at anything, and f is added to a vector of faces
                                        that need to be physically removed from the face_db.

                                        Since f is not erased, all iterators pointing at f remain
                                        valid! And, importantly, it is possible to test whether f is
                                        in use by calling is_used(f).

                                        When remove_unused is called, the physical removal takes
                                        place. Calling immediate_erase switches Manifold back to the
                                        state where entities are removed as soon as the appropriate
                                        erase function is called, and at the same time calls
                                        remove_unused.
                        */
                        void delayed_erase()
                                {
                                        erase_immediately = false;
                                }

                        /** Immediately remove erased entities.
                                        Calling immediate_erase switches Manifold back to the state
                                        where entities are removed as soon as the appropriate erase
                                        function is called.

                                        See delayed_erase for more details, and note that
                                        immediate_erase is the default mode.  */
                        void immediate_erase()
                                {
                                        erase_immediately = true;
                                        remove_unused();
                                }

                        /** Test whether the vertex indicated by the argument v is used.
                                        This function returns true if the vertex appears to have a 
                                        valid outgoing halfedge iterator. */
                        bool is_used(VertexIter v) const
                                {
                                        if(v->he == NULL_HALFEDGE_ITER)
                                                return false;
                                        return true;
                                }

                        /** Test whether the face indicated by the argument f is used.
                                        This function returns true if the face appears to have a 
                                        valid halfedge iterator. */
                        bool is_used(FaceIter f) const
                                {
                                        if(f->last == NULL_HALFEDGE_ITER)
                                                return false;
                                        return true;
                                }

                        /** Test whether the halfedge indicated by the argument h is used.
                                        This function returns true if the halfedge appears to have a 
                                        valid vertex iterator. */
                        bool is_used(HalfEdgeIter h) const
                                {
                                        if(h->vert == NULL_VERTEX_ITER)
                                                return false;
                                        return true;
                                }

                        /** Erase halfedge h. 
                                        In general, you should never call this function but use the 
                                        collapse_halfedge function instead since blindly erasing geometry
                                        is most likely to invalidate the Mesh. Quite possibly this function
                                        will be removed from the public interface. 
                                        
                                        Note that if delayed_erase has been called, this function does
                                        not immediately remove anything from the mesh. Instead the halfedge
                                        is reset to its initial state. Thus, iterators are not invalidated,
                                        and it is possible to test whether h is used calling:
                                        is_used(h). when remove_unused is called, the actual removal
                                        takes place.
                        */
                        void erase_halfedge(HalfEdgeIter h);

                        /** Erase vertex v.
                                        In general, you should never call this function but use the 
                                        collapse_halfedge function to collapse the vertex away.
                                        Blindly erasing is extremely likely to invalidate the
                                        Mesh. Quite possibly this function will be removed from the
                                        public interface. 

                                        Note that if delayed_erase has been called, this function does
                                        not immediately remove anything from the mesh. Instead the halfedge
                                        is reset to its initial state. Thus, iterators are not invalidated,
                                        and it is possible to test whether v is used calling:
                                        is_used(v). when remove_unused is called, the actual removal
                                        takes place.
                        */
                        void erase_vertex(VertexIter v);


                        /** Erase face f.
                                        In general, you should never call this function but use 
                                        collapse_halfedge in conjunction with other functions to
                                        remove the face through (Euler) operations which preserve
                                        the mesh in a valid state.
                                        Blindly erasing is extremely likely to invalidate the
                                        Mesh. Quite possibly this function will be removed from the
                                        public interface. 

                                        Note that if delayed_erase has been called, this function does
                                        not immediately remove anything from the mesh. Instead the face
                                        is reset to its initial state. Thus, iterators are not invalidated,
                                        and it is possible to test whether f is used calling:
                                        is_used(f). when remove_unused is called, the actual removal
                                        takes place.
                        */
                        void erase_face(FaceIter f);

                        /// Return iterator pointing to the first halfedge.
                        HalfEdgeIter halfedges_begin() { return halfedge_db.begin();}

                        /// Return iterator pointing to beyond the last halfedge.
                        HalfEdgeIter halfedges_end() { return halfedge_db.end(); }

                        /// Return iterator pointing to the first vertex.
                        VertexIter vertices_begin() { return vertex_db.begin();}

                        /// Return iterator pointing to beyond the last vertex.
                        VertexIter vertices_end() { return vertex_db.end(); }

                        /// Return iterator pointing to the first face.
                        FaceIter faces_begin() { return face_db.begin();        }

                        /// Return iterator pointing to beyond the last face.
                        FaceIter faces_end() { return face_db.end(); }

                        /** \brief HalfEdge collapse precondition.

                        The argument h is the halfedge we want to collapse. 

                        If this function does not return true, it is illegal to collapse
                        h. The reason is that the collapse would violate the manifold property
                        of the mesh.

                        The test is as follows.

                        1. For the two vertices adjacent to the edge, we generate
                        a list of all their neighbouring vertices. We then generate a 
                        list of the vertices that occur in both these lists. That is, 
                        we find all vertices connected by edges to both endpoints
                        of the edge and store these in a list.

                        2. For both faces incident on the edge, check whether they
                        are triangular. If this is the case, the face will be removed,
                        and it is ok that the the third vertex is connected to both 
                        endpoints. Thus the third vertex in such a face is removed
                        from the list generated in 1.

                        3. If the list is now empty, all is well. Otherwise, there
                        would be a vertex in the new mesh with two edges connecting
                        it to the same vertex. Return false.

                        4. TETRAHEDRON TEST:
                        If the valency of both vertices is 
                        three, and the incident faces are triangles, we also disallow
                        the operation. Reason: It introduces a vertex of valency two
                        and if the final two polygons incident on the vertices 
                        that are adjacent to the edge being collapsed are triangles, then
                        the construction will collapse

                        5. VALENCY 4 TEST:
                        If a face adjacent to the edge being collapsed is a triangle,
                        it will disappear, and the valency of the final vertex beloning to
                        this edge will be reduced by one. Hence this valency should be at
                        least 4. A valency three vertex will be reduced to a valency two
                        vertex which is considered illegal.

                        6. PREVENT MERGING HOLES:
                        We do not want to collapse an edge if its end points are boundary
                        vertices, but its two adjacent faces are not NULL faces, because
                        in that case we create a vertex where two holes meet. A non manifold
                        situation.      */
                        bool collapse_precond(HalfEdgeIter h);

                        /** Collapse the halfedge h.

                        The argument h is the halfedge being removed. The vertex 
                        v=h->opp->vert is the one being removed while h->vert survives.

                        The final argument is a boolean indicating whether the vertex
                        that survives the collapse should have a position which is the
                        average of its own position and the vertex that is removed.
                        By default false meaning that the surviving vertex retains it 
                        position.

                        This function is not guaranteed to keep the mesh sane unless,
                        collapse_precond has returned true !!
                        */
                        void collapse_halfedge(HalfEdgeIter h, bool=false);

                        /** Split a face.
                                        The face, f, is split by connecting two
                                        vertices v0 and v1 (the next two arguments). The vertices of
                                        the old face between v0 and v1 (in counter clockwise order) 
                                        continue to belong to f. The vertices between v1 and 
                                        v0 belong to the new face. An iterator to the new face is 
                                        returned. */
                        FaceIter split_face(FaceIter f, VertexIter v0, VertexIter v1);

                        /** Insert a new vertex on halfedge h.
                                        The new halfedge is insterted as the previous edge to h.
                                        An iterator to the inserted vertex is   returned. */
                        VertexIter Manifold::split_edge(HalfEdgeIter h);

                        /** Triangulate a polygonal face by repeatedly calling split_face.
                                        Triangulate iteratively splits triangles off a polygon. The first 
                                        triangle split off is the one connecting f->last->vert and
                                        f->last->next->next->vert.
                        */
                        void triangulate(FaceIter f);

                        /** Triangulate a polygon, f, by inserting a vertex at the barycenter.
                                        All vertices in f are connected to the new vertex.                              
                                        The word "safe" means that it is less likely to create flipped
                                        triangles than the normal triangulate. On the other hand, it 
                                        introduces more vertices and probably makes the triangles more
                                        acute. This function simply calls face_insert_point.

                                        The inserted vertex is returned.
                        */
                        VertexIter safe_triangulate(FaceIter f);

                        /** Insert a new vertex, v, in a face, f.
                                        This operation splits an N-gon into N triangles.
                                        In the current implementation the original face is erased. 
                                        This means that the iterator is not valid after the function
                                        returns. 
                        */
                        void face_insert_point(FaceIter f, VertexIter v);

                        /** Merges two faces into a single polygon. The first face is f.  The
                                        second face is adjacent to f along the halfedge h. This function
                                        returns true if the merging was possible and false
                                        otherwise. Currently merge only fails if the mesh is already
                                        illegal. Thus it should, in fact, never fail. */
                        bool merge_faces(FaceIter f, HalfEdgeIter h);

                        /** Flip an edge h. Returns false if flipping cannot be performed.
                                        This is either because one of the two adjacent faces is not
                                        a triangle, or because either end point has valency three or
                                        because the vertices that will be connected already are. */
                        bool flip(HalfEdgeIter h);

                        /** Performs a series of tests to check that this is a valid manifold.
                                        This function is not rigorously constructed but seems to catch
                                        all problems so far. The function returns true if the mesh is 
                                        valid and false otherwise.
                        */
                        bool is_valid();

                        /** Give each vertex a unique id corresponding to its iterator
                                        position */
                        void enumerate_vertices();

                        /** Give each halfedge a unique id corresponding to its iterator
                                        position */
                        void enumerate_halfedges();

                        /** Give each face a unique id corresponding to its iterator
                                        position */
                        void enumerate_faces();

                };


}
#endif