VertexIter HalfedgeMesh::splitEdge( EdgeIter e0 ) { // TODO This method should split the given edge and return an iterator to the newly inserted vertex. // TODO The halfedge of this vertex should point along the edge that was split, rather than the new edges. //1. collect elements //Halfedges HalfedgeIter h0 = e0->halfedge(); HalfedgeIter h3 = h0->twin(); //Faces FaceIter f0 = h0->face(); FaceIter f1 = h3->face(); //Ignore requests to split boundary edges if(f0->isBoundary() && f1->isBoundary()) return verticesEnd(); else if(f0->isBoundary()) { //1. collent elements (continue) HalfedgeIter h1 = h0->next(); HalfedgeIter h4 = h3->next(); HalfedgeIter h5 = h4->next(); //Vertices VertexIter v0 = h0->vertex(); VertexIter v1 = h3->vertex(); VertexIter v3 = h5->vertex(); //Edges //e0 is given //2. allocate new elements HalfedgeIter h11 = newHalfedge(); HalfedgeIter h13 = newHalfedge(); HalfedgeIter h14 = newHalfedge(); HalfedgeIter h15 = newHalfedge(); FaceIter f3 = newFace(); EdgeIter e6 = newEdge(); EdgeIter e7 = newEdge(); VertexIter v4 = newVertex(); v4->position = 0.5f * (v0->position + v1->position); //3. reassign elements //Halfedges h0->next() = h11; h11->setNeighbors(h1, h14, v4, e7, f0); h3->vertex() = v4; h4->next() = h13; h13->setNeighbors(h3, h15, v3, e6, f1); h14->setNeighbors(h15, h11, v1, e7, f3); h15->setNeighbors(h5, h13, v4, e6, f3); h5->next() = h14; h5->face() = f3; //Vertices v0->halfedge() = h0; v1->halfedge() = h14; v3->halfedge() = h13; v4->halfedge() = h3; //Edges e6->halfedge() = h13; e7->halfedge() = h14; //Faces f1->halfedge() = h3; f3->halfedge() = h14; return v4; } else if(f1->isBoundary()) { //1. collent elements (continue) HalfedgeIter h1 = h0->next(); HalfedgeIter h2 = h1->next(); //HalfedgeIter h4 = h3->next(); HalfedgeIter h5 = h3; do h5 = h5->next(); while(h5->next() != h3); //Vertices VertexIter v0 = h0->vertex(); VertexIter v1 = h3->vertex(); VertexIter v2 = h2->vertex(); //Edges //e0 is given //2. allocate new elements HalfedgeIter h10 = newHalfedge(); HalfedgeIter h11 = newHalfedge(); HalfedgeIter h12 = newHalfedge(); HalfedgeIter h14 = newHalfedge(); FaceIter f2 = newFace(); EdgeIter e5 = newEdge(); EdgeIter e7 = newEdge(); VertexIter v4 = newVertex(); v4->position = 0.5f * (v0->position + v1->position); //3. reassign elements //Halfedges h0->next() = h10; h10->setNeighbors(h2, h12, v4, e5, f0); h11->setNeighbors(h1, h14, v4, e7, f2); h1->next() = h12; h1->face() = f2; h12->setNeighbors(h11, h10, v2, e5, f2); h3->vertex() = v4; h5->next() = h14; h14->setNeighbors(h3, h11, v1, e7, f1); //Vertices v0->halfedge() = h0; v1->halfedge() = h14; v2->halfedge() = h12; v4->halfedge() = h3; //Edges e7->halfedge() = h11; e5->halfedge() = h10; //Faces f0->halfedge() = h0; f1->halfedge() = h3; f2->halfedge() = h1; return v4; } else { //1. collent elements (continue) HalfedgeIter h1 = h0->next(); HalfedgeIter h2 = h1->next(); HalfedgeIter h4 = h3->next(); HalfedgeIter h5 = h4->next(); // HalfedgeIter h6 = h1->twin(); // HalfedgeIter h7 = h2->twin(); // HalfedgeIter h8 = h4->twin(); // HalfedgeIter h9 = h5->twin(); //Vertices VertexIter v0 = h0->vertex(); VertexIter v1 = h3->vertex(); VertexIter v2 = h2->vertex(); VertexIter v3 = h5->vertex(); //Edges //e0 is given EdgeIter e1 = h1->edge(); EdgeIter e2 = h2->edge(); EdgeIter e3 = h4->edge(); EdgeIter e4 = h5->edge(); //2. allocate new elements HalfedgeIter h10 = newHalfedge(); HalfedgeIter h11 = newHalfedge(); HalfedgeIter h12 = newHalfedge(); HalfedgeIter h13 = newHalfedge(); HalfedgeIter h14 = newHalfedge(); HalfedgeIter h15 = newHalfedge(); FaceIter f2 = newFace(); FaceIter f3 = newFace(); EdgeIter e5 = newEdge(); EdgeIter e6 = newEdge(); EdgeIter e7 = newEdge(); VertexIter v4 = newVertex(); v4->position = 0.5f * (v0->position + v1->position); //3. reassign elements //Halfedges h0->next() = h10; h0->twin() = h3; h0->vertex() = v0; h0->edge() = e0; h0->face() = f0; h1->next() = h12; /*h1->twin() = h6;*/ h1->vertex() = v1; h1->edge() = e1; h1->face() = f2; h2->next() = h0; /*h2->twin() = h7;*/ h2->vertex() = v2; h2->edge() = e2; h2->face() = f0; h3->next() = h4; h3->twin() = h0; h3->vertex() = v4; h3->edge() = e0; h3->face() = f1; h4->next() = h13; /*h4->twin() = h8;*/ h4->vertex() = v0; h4->edge() = e3; h4->face() = f1; h5->next() = h14; /*h5->twin() = h9;*/ h5->vertex() = v3; h5->edge() = e4; h5->face() = f3; // h6->twin() = h1; h6->vertex() = v2; h6->edge() = e1; // h7->twin() = h2; h7->vertex() = v0; h7->edge() = e2; // h8->twin() = h4; h8->vertex() = v3; h8->edge() = e3; // h9->twin() = h5; h9->vertex() = v1; h9->edge() = e4; h10->next() = h2; h10->twin() = h12; h10->vertex() = v4; h10->edge() = e5; h10->face() = f0; h11->next() = h1; h11->twin() = h14; h11->vertex() = v4; h11->edge() = e7; h11->face() = f2; h12->next() = h11; h12->twin() = h10; h12->vertex() = v2; h12->edge() = e5; h12->face() = f2; h13->next() = h3; h13->twin() = h15; h13->vertex() = v3; h13->edge() = e6; h13->face() = f1; h14->next() = h15; h14->twin() = h11; h14->vertex() = v1; h14->edge() = e7; h14->face() = f3; h15->next() = h5; h15->twin() = h13; h15->vertex() = v4; h15->edge() = e6; h15->face() = f3; //Vertices v0->halfedge() = h0; v1->halfedge() = h1; v2->halfedge() = h2; v3->halfedge() = h5; v4->halfedge() = h3; //Edges e0->halfedge() = h0; e1->halfedge() = h1; e2->halfedge() = h2; e3->halfedge() = h4; e4->halfedge() = h5; e5->halfedge() = h10; e6->halfedge() = h13; e7->halfedge() = h11; //Faces f0->halfedge() = h0; f1->halfedge() = h3; f2->halfedge() = h1; f3->halfedge() = h5; return v4; } }
void HalfedgeMesh::build(const vector<vector<Index> >& polygons, const vector<Vector3D>& vertexPositions) // This method initializes the halfedge data structure from a raw list of // polygons, where each input polygon is specified as a list of vertex indices. // The input must describe a manifold, oriented surface, where the orientation // of a polygon is determined by the order of vertices in the list. Polygons // must have at least three vertices. Note that there are no special conditions // on the vertex indices, i.e., they do not have to start at 0 or 1, nor does // the collection of indices have to be contiguous. Overall, this initializer // is designed to be robust but perhaps not incredibly fast (though of course // this does not affect the performance of the resulting data structure). One // could also implement faster initializers that handle important special cases // (e.g., all triangles, or data that is known to be manifold). Since there are // no strong conditions on the indices of polygons, we assume that the list of // vertex positions is given in lexicographic order (i.e., that the lowest index // appearing in any polygon corresponds to the first entry of the list of // positions and so on). { // define some types, to improve readability typedef vector<Index> IndexList; typedef IndexList::const_iterator IndexListCIter; typedef vector<IndexList> PolygonList; typedef PolygonList::const_iterator PolygonListCIter; typedef pair<Index, Index> IndexPair; // ordered pair of vertex indices, // corresponding to an edge of an // oriented polygon // Clear any existing elements. halfedges.clear(); vertices.clear(); edges.clear(); faces.clear(); boundaries.clear(); // Since the vertices in our halfedge mesh are stored in a linked list, // we will temporarily need to keep track of the correspondence between // indices of vertices in our input and pointers to vertices in the new // mesh (which otherwise can't be accessed by index). Note that since // we're using a general-purpose map (rather than, say, a vector), we can // be a bit more flexible about the indexing scheme: input vertex indices // aren't required to be 0-based or 1-based; in fact, the set of indices // doesn't even have to be contiguous. Taking advantage of this fact makes // our conversion a bit more robust to different types of input, including // data that comes from a subset of a full mesh. // maps a vertex index to the corresponding vertex map<Index, VertexIter> indexToVertex; // Also store the vertex degree, i.e., the number of polygons that use each // vertex; this information will be used to check that the mesh is manifold. map<VertexIter, Size> vertexDegree; // First, we do some basic sanity checks on the input. for (PolygonListCIter p = polygons.begin(); p != polygons.end(); p++) { if (p->size() < 3) { // Refuse to build the mesh if any of the polygons have fewer than three // vertices.(Note that if we omit this check the code will still // constructsomething fairlymeaningful for 1- and 2-point polygons, but // enforcing this stricterrequirementon the input will help simplify code // further downstream, since it canbe certainit doesn't have to check for // these rather degenerate cases.) cerr << "Error converting polygons to halfedge mesh: each polygon must " "have at least three vertices." << endl; exit(1); } // We want to count the number of distinct vertex indices in this // polygon, to make sure it's the same as the number of vertices // in the polygon---if they disagree, then the polygon is not valid // (or at least, for simplicity we don't handle polygons of this type!). set<Index> polygonIndices; // loop over polygon vertices for (IndexListCIter i = p->begin(); i != p->end(); i++) { polygonIndices.insert(*i); // allocate one vertex for each new index we encounter if (indexToVertex.find(*i) == indexToVertex.end()) { VertexIter v = newVertex(); v->halfedge() = halfedges.end(); // this vertex doesn't yet point to any halfedge indexToVertex[*i] = v; vertexDegree[v] = 1; // we've now seen this vertex only once } else { // keep track of the number of times we've seen this vertex vertexDegree[indexToVertex[*i]]++; } } // end loop over polygon vertices // check that all vertices of the current polygon are distinct Size degree = p->size(); // number of vertices in this polygon if (polygonIndices.size() < degree) { cerr << "Error converting polygons to halfedge mesh: one of the input " "polygons does not have distinct vertices!" << endl; cerr << "(vertex indices:"; for (IndexListCIter i = p->begin(); i != p->end(); i++) { cerr << " " << *i; } cerr << ")" << endl; exit(1); } // end check that polygon vertices are distinct } // end basic sanity checks on input // The number of vertices in the mesh is the // number of unique indices seen in the input. Size nVertices = indexToVertex.size(); // The number of faces is just the number of polygons in the input. Size nFaces = polygons.size(); faces.resize(nFaces); // allocate storage for faces in our new mesh // We will store a map from ordered pairs of vertex indices to // the corresponding halfedge object in our new (halfedge) mesh; // this map gets constructed during the next loop over polygons. map<IndexPair, HalfedgeIter> pairToHalfedge; // Next, we actually build the halfedge connectivity by again looping over // polygons PolygonListCIter p; FaceIter f; for (p = polygons.begin(), f = faces.begin(); p != polygons.end(); p++, f++) { vector<HalfedgeIter> faceHalfedges; // cyclically ordered list of the half // edges of this face Size degree = p->size(); // number of vertices in this polygon // loop over the halfedges of this face (equivalently, the ordered pairs of // consecutive vertices) for (Index i = 0; i < degree; i++) { Index a = (*p)[i]; // current index Index b = (*p)[(i + 1) % degree]; // next index, in cyclic order IndexPair ab(a, b); HalfedgeIter hab; // check if this halfedge already exists; if so, we have a problem! if (pairToHalfedge.find(ab) != pairToHalfedge.end()) { cerr << "Error converting polygons to halfedge mesh: found multiple " "oriented edges with indices (" << a << ", " << b << ")." << endl; cerr << "This means that either (i) more than two faces contain this " "edge (hence the surface is nonmanifold), or" << endl; cerr << "(ii) there are exactly two faces containing this edge, but " "they have the same orientation (hence the surface is" << endl; cerr << "not consistently oriented." << endl; exit(1); } else // otherwise, the halfedge hasn't been allocated yet { // so, we point this vertex pair to a new halfedge hab = newHalfedge(); pairToHalfedge[ab] = hab; // link the new halfedge to its face hab->face() = f; hab->face()->halfedge() = hab; // also link it to its starting vertex hab->vertex() = indexToVertex[a]; hab->vertex()->halfedge() = hab; // keep a list of halfedges in this face, so that we can later // link them together in a loop (via their "next" pointers) faceHalfedges.push_back(hab); } // Also, check if the twin of this halfedge has already been constructed // (during construction of a different face). If so, link the twins // together and allocate their shared halfedge. By the end of this pass // over polygons, the only halfedges that will not have a twin will hence // be those that sit along the domain boundary. IndexPair ba(b, a); map<IndexPair, HalfedgeIter>::iterator iba = pairToHalfedge.find(ba); if (iba != pairToHalfedge.end()) { HalfedgeIter hba = iba->second; // link the twins hab->twin() = hba; hba->twin() = hab; // allocate and link their edge EdgeIter e = newEdge(); hab->edge() = e; hba->edge() = e; e->halfedge() = hab; } else { // If we didn't find a twin... // ...mark this halfedge as being twinless by pointing // it to the end of the list of halfedges. If it remains // twinless by the end of the current loop over polygons, // it will be linked to a boundary face in the next pass. hab->twin() = halfedges.end(); } } // end loop over the current polygon's halfedges // Now that all the halfedges of this face have been allocated, // we can link them together via their "next" pointers. for (Index i = 0; i < degree; i++) { Index j = (i + 1) % degree; // index of the next halfedge, in cyclic order faceHalfedges[i]->next() = faceHalfedges[j]; } } // done building basic halfedge connectivity // For each vertex on the boundary, advance its halfedge pointer to one that // is also on the boundary. for (VertexIter v = verticesBegin(); v != verticesEnd(); v++) { // loop over halfedges around vertex HalfedgeIter h = v->halfedge(); do { if (h->twin() == halfedges.end()) { v->halfedge() = h; break; } h = h->twin()->next(); } while (h != v->halfedge()); // end loop over halfedges around vertex } // done advancing halfedge pointers for boundary vertices // Next we construct new faces for each boundary component. for (HalfedgeIter h = halfedgesBegin(); h != halfedgesEnd(); h++) // loop over all halfedges { // Any halfedge that does not yet have a twin is on the boundary of the // domain. If we follow the boundary around long enough we will of course // eventually make a closed loop; we can represent this boundary loop by a // new face. To make clear the distinction between faces and boundary loops, // the boundary face will (i) have a flag indicating that it is a boundary // loop, and (ii) be stored in a list of boundaries, rather than the usual // list of faces. The reason we need the both the flag *and* the separate // list is that faces are often accessed in two fundamentally different // ways: either by (i) local traversal of the neighborhood of some mesh // element using the halfedge structure, or (ii) global traversal of all // faces (or boundary loops). if (h->twin() == halfedges.end()) { FaceIter b = newBoundary(); vector<HalfedgeIter> boundaryHalfedges; // keep a list of halfedges along // the boundary, so we can link // them together // We now need to walk around the boundary, creating new // halfedges and edges along the boundary loop as we go. HalfedgeIter i = h; do { // create a twin, which becomes a halfedge of the boundary loop HalfedgeIter t = newHalfedge(); boundaryHalfedges.push_back( t); // keep a list of all boundary halfedges, in cyclic order i->twin() = t; t->twin() = i; t->face() = b; t->vertex() = i->next()->vertex(); // create the shared edge EdgeIter e = newEdge(); e->halfedge() = i; i->edge() = e; t->edge() = e; // Advance i to the next halfedge along the current boundary loop // by walking around its target vertex and stopping as soon as we // find a halfedge that does not yet have a twin defined. i = i->next(); while (i != h && // we're done if we end up back at the beginning of // the loop i->twin() != halfedges.end()) // otherwise, we're looking for // the next twinless halfedge // along the loop { i = i->twin(); i = i->next(); } } while (i != h); // The only pointers that still need to be set are the "next" pointers of // the twins; these we can set from the list of boundary halfedges, but we // must use the opposite order from the order in the list, since the // orientation of the boundary loop is opposite the orientation of the // halfedges "inside" the domain boundary. Size degree = boundaryHalfedges.size(); for (Index p = 0; p < degree; p++) { Index q = (p - 1 + degree) % degree; boundaryHalfedges[p]->next() = boundaryHalfedges[q]; } } // end construction of one of the boundary loops // Note that even though we are looping over all halfedges, we will still // construct the appropriate number of boundary loops (and not, say, one // loop per boundary halfedge). The reason is that as we continue to // iterate through halfedges, we check whether their twin has been assigned, // and since new twins may have been assigned earlier in this loop, we will // end up skipping many subsequent halfedges. } // done adding "virtual" faces corresponding to boundary loops // To make later traversal of the mesh easier, we will now advance the // halfedge // associated with each vertex such that it refers to the *first* non-boundary // halfedge, rather than the last one. for (VertexIter v = verticesBegin(); v != verticesEnd(); v++) { v->halfedge() = v->halfedge()->twin()->next(); } // Finally, we check that all vertices are manifold. for (VertexIter v = vertices.begin(); v != vertices.end(); v++) { // First check that this vertex is not a "floating" vertex; // if it is then we do not have a valid 2-manifold surface. if (v->halfedge() == halfedges.end()) { cerr << "Error converting polygons to halfedge mesh: some vertices are " "not referenced by any polygon." << endl; exit(1); } // Next, check that the number of halfedges emanating from this vertex in // our half edge data structure equals the number of polygons containing // this vertex, which we counted during our first pass over the mesh. If // not, then our vertex is not a "fan" of polygons, but instead has some // other (nonmanifold) structure. Size count = 0; HalfedgeIter h = v->halfedge(); do { if (!h->face()->isBoundary()) { count++; } h = h->twin()->next(); } while (h != v->halfedge()); if (count != vertexDegree[v]) { cerr << "Error converting polygons to halfedge mesh: at least one of the " "vertices is nonmanifold." << endl; exit(1); } } // end loop over vertices // Now that we have the connectivity, we copy the list of vertex // positions into member variables of the individual vertices. if (vertexPositions.size() != vertices.size()) { cerr << "Error converting polygons to halfedge mesh: number of vertex " "positions is different from the number of distinct vertices!" << endl; cerr << "(number of positions in input: " << vertexPositions.size() << ")" << endl; cerr << "( number of vertices in mesh: " << vertices.size() << ")" << endl; exit(1); } // Since an STL map internally sorts its keys, we can iterate over the map // from vertex indices to vertex iterators to visit our (input) vertices in // lexicographic order int i = 0; for (map<Index, VertexIter>::const_iterator e = indexToVertex.begin(); e != indexToVertex.end(); e++) { // grab a pointer to the vertex associated with the current key (i.e., the // current index) VertexIter v = e->second; // set the att of this vertex to the corresponding // position in the input v->position = vertexPositions[i]; i++; } // compute initial normals for (VertexIter v = verticesBegin(); v != verticesEnd(); v++) { v->computeNormal(); } } // end HalfedgeMesh::build()