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ViewDesignEngine/include/vde/mesh/halfedge_mesh.h
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74 lines
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C++

#pragma once
#include "vde/core/point.h"
#include "vde/core/aabb.h"
#include <vector>
#include <cstdint>
namespace vde::mesh {
struct Halfedge {
int vertex_index = -1;
int face_index = -1;
int next_index = -1;
int prev_index = -1;
int opposite_index = -1;
};
struct Face {
int halfedge_index = -1;
int valence = 3;
};
class HalfedgeMesh {
public:
HalfedgeMesh() = default;
// ── Construction ──
void clear();
int add_vertex(const Point3D& p);
int add_face(const std::vector<int>& vertex_indices);
void build_from_triangles(const std::vector<Point3D>& verts,
const std::vector<std::array<int, 3>>& tris);
// ── Accessors ──
[[nodiscard]] size_t num_vertices() const { return vertices_.size(); }
[[nodiscard]] size_t num_faces() const { return faces_.size(); }
[[nodiscard]] size_t num_edges() const { return halfedges_.size() / 2; }
[[nodiscard]] const Point3D& vertex(size_t idx) const { return vertices_[idx]; }
[[nodiscard]] const Face& face(size_t idx) const { return faces_[idx]; }
[[nodiscard]] const Halfedge& halfedge(size_t idx) const { return halfedges_[idx]; }
void set_vertex(size_t idx, const Point3D& p) { vertices_[idx] = p; normals_dirty_ = true; }
// ── Topology queries ──
[[nodiscard]] std::vector<int> face_vertices(int fi) const;
[[nodiscard]] std::vector<int> vertex_faces(int vi) const;
[[nodiscard]] bool is_boundary_edge(int hei) const { return halfedges_[hei].face_index < 0; }
[[nodiscard]] bool is_boundary_vertex(int vi) const;
// ── Normals ──
[[nodiscard]] Vector3D face_normal(int fi) const;
[[nodiscard]] Vector3D vertex_normal(int vi) const;
void update_normals();
// ── Bounds ──
[[nodiscard]] AABB3D bounds() const;
// ── Iterators for range-based for ──
class FaceRange;
class VertexOneRing;
[[nodiscard]] FaceRange faces_range() const;
[[nodiscard]] VertexOneRing vertex_one_ring(int vi) const;
private:
std::vector<Point3D> vertices_;
std::vector<Halfedge> halfedges_;
std::vector<Face> faces_;
std::vector<Vector3D> face_normals_;
std::vector<Vector3D> vertex_normals_;
bool normals_dirty_ = true;
int find_or_create_edge(int v0, int v1);
};
} // namespace vde::mesh