* added missing requestsfor polyMesh.

* fixed missing mesh. before to_vertex_handle / to_edge_handle
* fixed minor typo in documentation
* added unitTests for flipping / collapsing code snippets
closes #2420

git-svn-id: http://www.openmesh.org/svnrepo/OpenMesh/trunk@1238 fdac6126-5c0c-442c-9429-916003d36597
This commit is contained in:
Martin
2015-03-10 15:18:51 +00:00
parent fddf79f1a3
commit d5f251260c
2 changed files with 128 additions and 57 deletions

View File

@@ -1,6 +1,6 @@
/** \page mesh_operations Some basic operations: Flipping and collapsing edges
In this section you will learn about some basic operations on a mes that %OpenMesh
In this section you will learn about some basic operations on a mesh that %OpenMesh
already provides. Comprising the flipping of edges in a triangle mesh as well as
collapsing edges by joining the two adjacent vertices.
@@ -77,62 +77,48 @@ A simple code example related to the illustration might look like this:
\code
PolyMesh mesh;
// You need all status attributes to do delete operations
mesh.request_edge_status();
mesh.request_vertex_status();
mesh.request_face_status();
// Add some vertices as in the illustration above
PolyMesh::VertexHandle vhandle[7];
vhandle[0] = mesh.add_vertex(MyMesh::Point(-1, 1, 0));
vhandle[1] = mesh.add_vertex(MyMesh::Point(-1, 3, 0));
vhandle[2] = mesh.add_vertex(MyMesh::Point(0, 0, 0));
vhandle[3] = mesh.add_vertex(MyMesh::Point(0, 2, 0));
vhandle[4] = mesh.add_vertex(MyMesh::Point(0, 4, 0));
vhandle[5] = mesh.add_vertex(MyMesh::Point(1, 1, 0));
vhandle[6] = mesh.add_vertex(MyMesh::Point(1, 3, 0));
// Add three quad faces
std::vector<PolyMesh::VertexHandle> face_vhandles;
face_vhandles.push_back(vhandle[1]);
face_vhandles.push_back(vhandle[0]);
face_vhandles.push_back(vhandle[2]);
face_vhandles.push_back(vhandle[3]);
mesh.add_face(face_vhandles);
face_vhandles.clear();
face_vhandles.push_back(vhandle[1]);
face_vhandles.push_back(vhandle[3]);
face_vhandles.push_back(vhandle[5]);
face_vhandles.push_back(vhandle[4]);
mesh.add_face(face_vhandles);
face_vhandles.clear();
face_vhandles.push_back(vhandle[3]);
face_vhandles.push_back(vhandle[2]);
face_vhandles.push_back(vhandle[6]);
face_vhandles.push_back(vhandle[5]);
mesh.add_face(face_vhandles);
// Now find the edge between vertex vhandle[2]
// and vhandle[3]
for(PolyMesh::HalfedgeIter it = mesh.halfedges_begin(); it != mesh.halfedges_end(); ++it) {
if(to_vertex_handle(*it) == vhandle[3] &&
from_vertex_handle(*it) == vhandle[2]) {
// Collapse edge
mesh.collapse(*it);
break;
}
}
// Our mesh now looks like in the illustration above after the collapsing.
mesh.request_vertex_status();
mesh.request_edge_status();
// Add some vertices as in the illustration above
PolyMesh::VertexHandle vhandle[7];
vhandle[0] = mesh.add_vertex(MyMesh::Point(-1, 1, 0));
vhandle[1] = mesh.add_vertex(MyMesh::Point(-1, 3, 0));
vhandle[2] = mesh.add_vertex(MyMesh::Point(0, 0, 0));
vhandle[3] = mesh.add_vertex(MyMesh::Point(0, 2, 0));
vhandle[4] = mesh.add_vertex(MyMesh::Point(0, 4, 0));
vhandle[5] = mesh.add_vertex(MyMesh::Point(1, 1, 0));
vhandle[6] = mesh.add_vertex(MyMesh::Point(1, 3, 0));
// Add three quad faces
std::vector<PolyMesh::VertexHandle> face_vhandles;
face_vhandles.push_back(vhandle[1]);
face_vhandles.push_back(vhandle[0]);
face_vhandles.push_back(vhandle[2]);
face_vhandles.push_back(vhandle[3]);
mesh.add_face(face_vhandles);
face_vhandles.clear();
face_vhandles.push_back(vhandle[1]);
face_vhandles.push_back(vhandle[3]);
face_vhandles.push_back(vhandle[5]);
face_vhandles.push_back(vhandle[4]);
mesh.add_face(face_vhandles);
face_vhandles.clear();
face_vhandles.push_back(vhandle[3]);
face_vhandles.push_back(vhandle[2]);
face_vhandles.push_back(vhandle[6]);
face_vhandles.push_back(vhandle[5]);
mesh.add_face(face_vhandles);
// Now find the edge between vertex vhandle[2]
// and vhandle[3]
for(PolyMesh::HalfedgeIter it = mesh.halfedges_begin(); it != mesh.halfedges_end(); ++it) {
if( mesh.to_vertex_handle(*it) == vhandle[3] &&
mesh.from_vertex_handle(*it) == vhandle[2])
{
// Collapse edge
mesh.collapse(*it);
break;
}
}
// Our mesh now looks like in the illustration above after the collapsing.
\endcode