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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#ifndef _VCG_EDGE_TOPOLOGY
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#define _VCG_EDGE_TOPOLOGY
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#include <vector>
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#include <vcg/complex/allocate.h>
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#include "pos.h"
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#include "component.h"
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namespace vcg {
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namespace edge {
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/** \addtogroup edge */
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/*@{*/
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template <class EdgeType>
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inline bool IsEdgeManifold( EdgeType const & e, const int j )
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{
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return ( e.cEEp(j) == &e || &e == e.cEEp(j)->cEEp(e.cEEi(j)) );
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}
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/** Return a boolean that indicate if the j-th edge of the face is a border.
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@param j Index of the edge
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@return true if j is an edge of border, false otherwise
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*/
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template <class EdgeType>
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inline bool IsEdgeBorder(EdgeType const & e, const int j )
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{
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if(EdgeType::HasEEAdjacency())
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return e.cEEp(j)==&e;
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assert(0);
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return true;
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}
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/** fill a vector with the star of a given vertex on an edge using the VE adjaency
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@param vp vertex pointer for which we compute the star
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@return starVec the vector of vertex pointers to be filled
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*/
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template <class VertexType>
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void VVStarVE(const VertexType* vp, std::vector<VertexType *> &starVec)
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{
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starVec.clear();
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edge::VEIterator<typename VertexType::EdgeType> vei(vp);
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while(!vei.End())
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{
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starVec.push_back(vei.V1());
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++vei;
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}
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}
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/** fill a vector with the star of a given vertex on an edge using the EE adjaency
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@param ep edge pointer for edge containing the vertex for which we compute the star
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@param ind the index of the vertex on the edge
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@return starVec the vector of vertex pointers to be filled
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*/
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template <class VertexType>
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void VVStarEE(typename VertexType::EdgeType* ep, int ind, std::vector<VertexType *> &starVec)
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{
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starVec.clear();
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edge::Pos<typename VertexType::EdgeType> ePos(ep,ind);
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edge::Pos<typename VertexType::EdgeType> eStart=ePos;
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do
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{
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starVec.push_back(ePos.VFlip());
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ePos.NextE();
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}while(ePos!=eStart);
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}
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template <class EdgeType>
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void VEStarVE(const typename EdgeType::VertexType* vp, std::vector<EdgeType *> &starVec)
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{
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starVec.clear();
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edge::VEIterator<EdgeType> vei(vp);
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while(!vei.End())
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{
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starVec.push_back(vei.E());
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++vei;
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}
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}
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template <class EdgeType>
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void VEStarVE(const typename EdgeType::VertexType * vp,
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std::vector<EdgeType *> &starVec,
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std::vector<int> & indices)
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{
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starVec.clear();
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indices.clear();
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starVec.reserve(16);
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indices.reserve(16);
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edge::VEIterator<EdgeType> vei(vp);
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while(!vei.End())
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{
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starVec.push_back(vei.E());
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indices.push_back(vei.I());
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++vei;
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}
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}
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/// Completely detach an edge from the VE adjacency. Useful before deleting it
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template <class EdgeType>
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void VEDetach(EdgeType & e)
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{
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VEDetach(e,0);
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VEDetach(e,1);
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}
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/// It detaches the given edge e from the VE adjacency on the vertex z
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/// It is used for careful hand stictching of topologies.
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template <class EdgeType>
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void VEDetach(EdgeType & e, int z)
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{
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typename EdgeType::VertexType *vz = e.V(z); // the vertex from which the edge must be detached.
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if(vz->VEp()==&e ) //if it is the first edge in the VE chain it detaches it from the begin
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{
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assert(vz->VEi() == z);
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vz->VEp() = e.VEp(z);
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vz->VEi() = e.VEi(z);
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return;
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}
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else // scan the list of edges to find the current edge e to be detached
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{
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for( VEIterator<EdgeType> vei(vz);!vei.End();++vei)
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{
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if(vei.E()->VEp(vei.I()) == &e)
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{
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vei.e->VEp(vei.z) = e.VEp(z);
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vei.e->VEi(vei.z) = e.VEi(z);
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return;
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}
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}
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assert(0);
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}
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}
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/// Append an edge in the VE list of vertex e->V(z)
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template <class EdgeType>
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void VEAppend(EdgeType* e, int z)
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{
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typename EdgeType::VertexType *v = e->V(z);
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if (v->VEp()!=0)
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{
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EdgeType *e0=v->VEp();
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int z0=v->VEi();
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//append
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e->VEp(z)=e0;
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e->VEi(z)=z0;
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}
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else
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{
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e->VEp(z)=0;
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e->VEi(z)=-1;
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}
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v->VEp()=e;
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v->VEi()=z;
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}
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/*! Perform a simple edge collapse using VE adjacency
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*
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* It collapses the two edges incidnent on the indicated vertex so that the passed edge survives,
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* the indicated vertex is deleted, and the edge ajacent to e0 along z is deleted too.
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* It assumes that the edge mesh is 1-Manifold.
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* If the indicated vertex <vd> is boundary or non manifold the function do nothing.
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*
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* v0 vd v1
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* ---O-------O-------O---
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* z0 e0 z e1 z1
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*
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* v0 v1
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* ---O---------------O---
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* e0
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*
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*
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*/
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template <class MeshType>
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void VEEdgeCollapse(MeshType &poly, typename MeshType::EdgeType *e0, const int z)
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{
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typedef typename MeshType::EdgeType EdgeType;
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typedef typename MeshType::VertexType VertexType;
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VertexType *vd = e0->V(z);
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std::vector<EdgeType *> starVecEp;
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edge::VEStarVE(vd,starVecEp);
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if(starVecEp.size()!=2) return;
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EdgeType *e1=0; // this edge will be deleted
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if( starVecEp[0] == e0 ) e1 = starVecEp[1];
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if( starVecEp[1] == e0 ) e1 = starVecEp[0];
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assert(e1 && (e1!=e0) );
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//int z0 = (z+1)%2;
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int z1 = -1;
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if(e1->V(0) == vd) z1=1;
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if(e1->V(1) == vd) z1=0;
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assert(z1!=-1);
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VertexType *v1 = e1->V(z1);
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assert(v1 != vd);
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edge::VEDetach(*e1); // detach the edge to be deleted.
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edge::VEDetach(*e0,z); // detach one side of the surviving edge
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e0->V(z) = v1; // change one extreme of the edge
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edge::VEAppend(e0, z); // attach it again.
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tri::Allocator<MeshType>::DeleteEdge(poly,*e1);
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tri::Allocator<MeshType>::DeleteVertex(poly,*vd);
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}
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template <class MeshType>
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void VEEdgeCollapse(MeshType &poly, typename MeshType::VertexType *v)
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{
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VEEdgeCollapse(poly,v->VEp(),v->VEi());
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}
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/*! Perform a simple edge split using VE adjacency
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*
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*/
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template <class MeshType>
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void VEEdgeSplit(MeshType &poly, typename MeshType::EdgeType *e, typename MeshType::VertexType &v)
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{
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typename MeshType::VertexPointer v1 = e->V(1);
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edge::VEDetach(*e,1);
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e->V(1) = &v;
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edge::VEAppend(e,1);
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typename tri::Allocator<MeshType>::template PointerUpdater<typename MeshType::EdgePointer> pu;
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typename MeshType::EdgeIterator ei = tri::Allocator<MeshType>::AddEdges(poly, 1, pu);
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pu.Update(e);
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ei->ImportData(*e);
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ei->V(0)=&v;
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ei->V(1)=v1;
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edge::VEAppend(&*ei,0);
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edge::VEAppend(&*ei,1);
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}
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template <class MeshType>
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typename MeshType::VertexPointer VEEdgeSplit(MeshType &poly, typename MeshType::EdgeType *e, const typename MeshType::CoordType &p)
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{
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typename MeshType::VertexIterator vi = tri::Allocator<MeshType>::AddVertex(poly,p);
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VEEdgeSplit(poly,e,*vi);
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return &*vi;
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}
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template <class MeshType>
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typename MeshType::VertexPointer VEEdgeSplit(MeshType &poly, typename MeshType::EdgeType *e, const typename MeshType::CoordType &p, const typename MeshType::CoordType &n)
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{
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typename MeshType::VertexIterator vi = tri::Allocator<MeshType>::AddVertex(poly,p,n);
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VEEdgeSplit(poly,e,*vi);
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return &*vi;
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}
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/*! Returns the number of incident edges over a vertex vp; Using the VE adjacency.
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*
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* It just follows the chain of incident edges of the VE adjacency.
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*/
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template <class EdgeType>
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int VEDegree(const typename EdgeType::VertexType* vp)
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{
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int cnt=0;
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edge::VEIterator<EdgeType> vei(vp);
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while(!vei.End())
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{
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++cnt;
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++vei;
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}
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return cnt;
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}
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} // end namespace edge
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} // end namespace vcg
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#endif
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