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// 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_inline.h"
namespace igl
{
/// 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)
template <
typename DerivedF,
typename DerivedFF,
typename DerivedFFi>
class HalfEdgeIterator
{
public:
/// Init the HalfEdgeIterator by specifying Face,Edge Index and Orientation
///
/// @param[in] F #F by 3 list of "faces"
/// @param[in] FF #F by 3 list of triangle-triangle adjacency.
/// @param[in] FFi #F by 3 list of FF inverse. For FF and FFi, refer to
/// "triangle_triangle_adjacency.h"
/// @param[in] _fi index of the selected face
/// @param[in] _ii index of the selected face
/// @param[in] _reverse orientation of the selected face
IGL_INLINE HalfEdgeIterator(
const Eigen::MatrixBase<DerivedF>& _F,
const Eigen::MatrixBase<DerivedFF>& _FF,
const Eigen::MatrixBase<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();
/// Determine if on border.
/// @returns true if the current edge is on the border
IGL_INLINE bool isBorder();
/// Change to 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, ...
///
/// @returns true if the next edge is not on the border
IGL_INLINE bool NextFE();
/// Get vertex index
/// @return vertex index
IGL_INLINE int Vi();
/// Get face index
/// @return face index
IGL_INLINE int Fi();
/// Get edge index
/// @return edge index
IGL_INLINE int Ei();
/// Check if two HalfEdgeIterator are the same
/// @return true if two HalfEdgeIterator are the same
IGL_INLINE bool operator==(HalfEdgeIterator& p2);
private:
int fi;
int ei;
bool reverse;
// All the same type? This is likely to break.
const Eigen::MatrixBase<DerivedF> & F;
const Eigen::MatrixBase<DerivedFF> & FF;
const Eigen::MatrixBase<DerivedFFi> & FFi;
};
}
#ifndef IGL_STATIC_LIBRARY
# include "HalfEdgeIterator.cpp"
#endif
#endif