dust3d/third_party/libigl/include/igl/HalfEdgeIterator.h

115 lines
3.2 KiB
C++

// This file is part of libigl, a simple c++ geometry processing library.
//
// Copyright (C) 2014 Daniele Panozzo <daniele.panozzo@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/.
#ifndef IGL_HALFEDGEITERATOR_H
#define IGL_HALFEDGEITERATOR_H
#include <Eigen/Core>
#include <vector>
#include <igl/igl_inline.h>
// This file violates many of the libigl style guidelines.
namespace igl
{
// HalfEdgeIterator - Fake halfedge for fast and easy navigation
// on triangle meshes with vertex_triangle_adjacency and
// triangle_triangle adjacency
//
// Note: this is different to classical Half Edge data structure.
// Instead, it follows cell-tuple in [Brisson, 1989]
// "Representing geometric structures in d dimensions: topology and order."
// This class can achieve local navigation similar to half edge in OpenMesh
// But the logic behind each atom operation is different.
// So this should be more properly called TriangleTupleIterator.
//
// Each tuple contains information on (face, edge, vertex)
// and encoded by (face, edge \in {0,1,2}, bool reverse)
//
// Inputs:
// F #F by 3 list of "faces"
// FF #F by 3 list of triangle-triangle adjacency.
// FFi #F by 3 list of FF inverse. For FF and FFi, refer to
// "triangle_triangle_adjacency.h"
// Usages:
// FlipF/E/V changes solely one actual face/edge/vertex resp.
// NextFE iterates through one-ring of a vertex robustly.
//
template <
typename DerivedF,
typename DerivedFF,
typename DerivedFFi>
class HalfEdgeIterator
{
public:
// Init the HalfEdgeIterator by specifying Face,Edge Index and Orientation
IGL_INLINE HalfEdgeIterator(
const Eigen::PlainObjectBase<DerivedF>& _F,
const Eigen::PlainObjectBase<DerivedFF>& _FF,
const Eigen::PlainObjectBase<DerivedFFi>& _FFi,
int _fi,
int _ei,
bool _reverse = false
);
// Change Face
IGL_INLINE void flipF();
// Change Edge
IGL_INLINE void flipE();
// Change Vertex
IGL_INLINE void flipV();
IGL_INLINE bool isBorder();
/*!
* Returns the next edge skipping the border
* _________
* /\ c | b /\
* / \ | / \
* / d \ | / a \
* /______\|/______\
* v
* In this example, if a and d are of-border and the pos is iterating
counterclockwise, this method iterate through the faces incident on vertex
v,
* producing the sequence a, b, c, d, a, b, c, ...
*/
IGL_INLINE bool NextFE();
// Get vertex index
IGL_INLINE int Vi();
// Get face index
IGL_INLINE int Fi();
// Get edge index
IGL_INLINE int Ei();
IGL_INLINE bool operator==(HalfEdgeIterator& p2);
private:
int fi;
int ei;
bool reverse;
// All the same type? This is likely to break.
const Eigen::PlainObjectBase<DerivedF> & F;
const Eigen::PlainObjectBase<DerivedFF> & FF;
const Eigen::PlainObjectBase<DerivedFFi> & FFi;
};
}
#ifndef IGL_STATIC_LIBRARY
# include "HalfEdgeIterator.cpp"
#endif
#endif