70 lines
1.8 KiB
C++
70 lines
1.8 KiB
C++
// This code is in the public domain -- castanyo@yahoo.es
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#pragma once
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#ifndef NV_MESH_HALFEDGE_EDGE_H
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#define NV_MESH_HALFEDGE_EDGE_H
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#include "nvmath/Vector.h"
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namespace nv
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{
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namespace HalfEdge { class Vertex; class Face; class Edge; }
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/// Half edge edge.
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class HalfEdge::Edge
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{
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NV_FORBID_COPY(Edge);
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public:
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uint id;
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Edge * next;
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Edge * prev; // This is not strictly half-edge, but makes algorithms easier and faster.
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Edge * pair;
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Vertex * vertex;
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Face * face;
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// Default constructor.
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Edge(uint id) : id(id), next(NULL), prev(NULL), pair(NULL), vertex(NULL), face(NULL)
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{
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}
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// Vertex queries.
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const Vertex * from() const { return vertex; }
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Vertex * from() { return vertex; }
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const Vertex * to() const { return pair->vertex; } // This used to be 'next->vertex', but that changed often when the connectivity of the mesh changes.
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Vertex * to() { return pair->vertex; }
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// Edge queries.
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void setNext(Edge * e) { next = e; if (e != NULL) e->prev = this; }
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void setPrev(Edge * e) { prev = e; if (e != NULL) e->next = this; }
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// @@ Add these helpers:
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//Edge * nextBoundary();
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//Edge * prevBoundary();
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// @@ It would be more simple to only check m_pair == NULL
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// Face queries.
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bool isBoundary() const { return !(face && pair->face); }
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// @@ This is not exactly accurate, we should compare the texture coordinates...
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bool isSeam() const { return vertex != pair->next->vertex || next->vertex != pair->vertex; }
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bool isValid() const;
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// Geometric queries.
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Vector3 midPoint() const;
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float length() const;
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float angle() const;
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};
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} // nv namespace
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#endif // NV_MESH_HALFEDGE_EDGE_H
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