dust3d/third_party/libigl/include/igl/is_vertex_manifold.cpp

102 lines
3.0 KiB
C++

// This file is part of libigl, a simple c++ geometry processing library.
//
// Copyright (C) 2015 Alec Jacobson <alecjacobson@gmail.com>
//
// This Source Code Form is subject to the terms of the Mozilla Public License
// v. 2.0. If a copy of the MPL was not distributed with this file, You can
// obtain one at http://mozilla.org/MPL/2.0/.
#include "is_vertex_manifold.h"
#include "triangle_triangle_adjacency.h"
#include "vertex_triangle_adjacency.h"
#include "unique.h"
#include <vector>
#include <cassert>
#include <map>
#include <queue>
#include <iostream>
template <typename DerivedF,typename DerivedB>
IGL_INLINE bool igl::is_vertex_manifold(
const Eigen::PlainObjectBase<DerivedF>& F,
Eigen::PlainObjectBase<DerivedB>& B)
{
using namespace std;
using namespace Eigen;
assert(F.cols() == 3 && "F must contain triangles");
typedef typename DerivedF::Scalar Index;
typedef typename DerivedF::Index FIndex;
const FIndex m = F.rows();
const Index n = F.maxCoeff()+1;
vector<vector<vector<FIndex > > > TT;
vector<vector<vector<FIndex > > > TTi;
triangle_triangle_adjacency(F,TT,TTi);
vector<vector<FIndex > > V2F,_1;
vertex_triangle_adjacency(n,F,V2F,_1);
const auto & check_vertex = [&](const Index v)->bool
{
vector<FIndex> uV2Fv;
{
vector<size_t> _1,_2;
unique(V2F[v],uV2Fv,_1,_2);
}
const FIndex one_ring_size = uV2Fv.size();
if(one_ring_size == 0)
{
return false;
}
const FIndex g = uV2Fv[0];
queue<Index> Q;
Q.push(g);
map<FIndex,bool> seen;
while(!Q.empty())
{
const FIndex f = Q.front();
Q.pop();
if(seen.count(f)==1)
{
continue;
}
seen[f] = true;
// Face f's neighbor lists opposite opposite each corner
for(const auto & c : TT[f])
{
// Each neighbor
for(const auto & n : c)
{
bool contains_v = false;
for(Index nc = 0;nc<F.cols();nc++)
{
if(F(n,nc) == v)
{
contains_v = true;
break;
}
}
if(seen.count(n)==0 && contains_v)
{
Q.push(n);
}
}
}
}
return one_ring_size == (FIndex) seen.size();
};
// Unreferenced vertices are considered non-manifold
B.setConstant(n,1,false);
// Loop over all vertices touched by F
bool all = true;
for(Index v = 0;v<n;v++)
{
all &= B(v) = check_vertex(v);
}
return all;
}
#ifdef IGL_STATIC_LIBRARY
template bool igl::is_vertex_manifold<Eigen::Matrix<int, -1, -1, 0, -1, -1>, Eigen::Matrix<int, -1, 1, 0, -1, 1> >(Eigen::PlainObjectBase<Eigen::Matrix<int, -1, -1, 0, -1, -1> > const&, Eigen::PlainObjectBase<Eigen::Matrix<int, -1, 1, 0, -1, 1> >&);
template bool igl::is_vertex_manifold<Eigen::Matrix<int, -1, -1, 0, -1, -1>, Eigen::Matrix<int, -1, -1, 0, -1, -1> >(Eigen::PlainObjectBase<Eigen::Matrix<int, -1, -1, 0, -1, -1> > const&, Eigen::PlainObjectBase<Eigen::Matrix<int, -1, -1, 0, -1, -1> >&);
#endif