add vcglib
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/****************************************************************************
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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) 2004-2016 \/)\/ *
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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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#include<vcg/complex/complex.h>
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#include<vcg/complex/algorithms/create/platonic.h>
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using namespace vcg;
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class MyEdge;
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class MyFace;
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class MyVertex;
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struct MyUsedTypes : public UsedTypes< Use<MyVertex>::AsVertexType, Use<MyFace>::AsFaceType>{};
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class MyVertex : public Vertex< MyUsedTypes, vertex::Coord3f, vertex::BitFlags >{};
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class MyFace : public Face < MyUsedTypes, face::VertexRef,face::FFAdj, face::Mark, face::BitFlags > {};
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class MyMesh : public tri::TriMesh< std::vector<MyVertex>, std::vector<MyFace > >{};
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int main(int ,char ** )
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{
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MyMesh m;
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//generate a mesh
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vcg::tri::Icosahedron(m);
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//update the face-face topology
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vcg::tri::UpdateTopology<MyMesh>::FaceFace(m);
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// Now for each face the FFp() FFi() members are correctly initialized
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if(face::IsBorder(m.face[0],0)) printf("Edge 0 of face 0 is a border\n");
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else printf("Edge 0 of face 0 is NOT a border\n"); // always this path!
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vcg::face::FFDetach<MyFace>(m.face[0],0); // Detach the face [0] from the mesh
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vcg::face::FFDetach<MyFace>(m.face[0],1);
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vcg::face::FFDetach<MyFace>(m.face[0],2);
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if(face::IsBorder(m.face[0],0)) printf("Edge 0 of face 0 is a border\n"); // always this path!
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else printf("Edge 0 of face 0 is NOT a border\n");
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tri::Allocator<MyMesh>::DeleteFace(m,m.face[0]);
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// declare an iterator on the mesh
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vcg::face::Pos<MyMesh::FaceType> he, hei;
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UnMarkAll(m);
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// Now a simple search and trace of all the borders of the mesh
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int BorderEdgeNum=0;
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int HoleNum=0;
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for(MyMesh::FaceIterator fi=m.face.begin();fi!=m.face.end();++fi) if(!(*fi).IsD())
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{
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for(int j=0;j<3;j++)
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{
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if ( face::IsBorder(*fi,j) && !tri::IsMarked(m,&*fi))
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{
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tri::Mark(m,&*fi);
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hei.Set(&*fi,j,fi->V(j));
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he=hei;
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do
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{
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BorderEdgeNum++;
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he.NextB(); // next pos along a border
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tri::Mark(m,he.f);
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}
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while (he.f!=hei.f);
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HoleNum++;
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}
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}
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}
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printf("Mesh has %i holes and %i border edges\n",HoleNum,BorderEdgeNum);
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return 0;
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}
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