2004-03-29 10:36:26 +02:00
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/****************************************************************************
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* VCGLib o o *
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* Visual and Computer Graphics Library o o *
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* _ O _ *
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* Copyright(C) 2004 \/)\/ *
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* Visual Computing Lab /\/| *
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* ISTI - Italian National Research Council | *
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* \ *
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* All rights reserved. *
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* *
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* This program is free software; you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation; either version 2 of the License, or *
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* (at your option) any later version. *
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* *
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* This program is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU General Public License (http://www.gnu.org/licenses/gpl.txt) *
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* for more details. *
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* *
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****************************************************************************/
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/****************************************************************************
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History
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$Log: not supported by cvs2svn $
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2004-04-03 15:33:55 +02:00
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Revision 1.1 2004/03/29 08:36:26 cignoni
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First working version!
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2004-03-29 10:36:26 +02:00
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****************************************************************************/
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#ifndef __VCG_VERTEX_PLUS
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#define __VCG_VERTEX_PLUS
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#include <vcg/space/point3.h>
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#include <vcg/space/tcoord2.h>
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2004-04-03 15:33:55 +02:00
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#include <vcg/space/color4.h>
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2004-03-29 10:36:26 +02:00
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#include <vcg/simplex/vertexplus/component.h>
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namespace vcg {
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class DumET {};
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class DumFT {};
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class DumTT {};
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/*------------------------------------------------------------------*/
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/*
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The base class of all the recusive definition chain. It is just a container of the typenames of the various simplexes.
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These typenames must be known form all the derived classes.
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*/
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template <class BVT, class BET, class BFT, class BTT>
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class VertexTypeHolder{
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public:
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typedef BVT VertType;
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typedef BET EdgeType;
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typedef BFT FaceType;
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typedef BTT TetraType;
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typedef BVT *VertPointer;
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typedef BET *EdgePointer;
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typedef BFT *FacePointer;
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typedef BTT *TetraPointer;
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};
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/* The base class form which we start to add our components.
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it has the empty definition for all the standard members (coords, color flags)
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Note:
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in order to avoid both virtual classes and ambiguous definitions all
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the subsequent overrides must be done in a sequence of derivation.
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In other words we cannot derive and add in a single derivation step
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(with multiple ancestor), both the real (non-empty) normal and color but
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we have to build the type a step a time (deriving from a single ancestor at a time).
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*/
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template <class BVT, class BET=DumET, class BFT=DumFT, class BTT=DumTT>
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class VertexBase: public vert::EmptyTexture<
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vert::EmptyVFAdj<
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vert::EmptyColor<
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vert::EmptyQuality<
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vert::EmptyNormal<
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vert::EmptyFlag<
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vert::EmptyCoord<
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VertexTypeHolder <BVT, BET, BFT, BTT> > > > > > > >{
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};
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// Metaprogramming Core
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template <class BVT, class BET, class BFT,class BTT,
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template <typename> class A>
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class VertexArity1: public A<VertexBase<BVT,BET,BFT,BTT> > {
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};
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template <class BVT, class BET, typename BFT, class BTT,
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template <typename> class A, template <typename> class B>
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class VertexArity2: public B<VertexArity1<BVT,BET,BFT,BTT, A> > {};
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template <class BVT, class BET, typename BFT,class BTT,
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template <typename> class A, template <typename> class B,
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template <typename> class C >
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class VertexArity3: public C<VertexArity2<BVT,BET,BFT,BTT, A, B> > {};
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template <class BVT, class BET, typename BFT,class BTT,
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template <typename> class A, template <typename> class B,
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template <typename> class C, template <typename> class D>
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class VertexArity4: public D<VertexArity3<BVT,BET,BFT,BTT, A, B, C> > {};
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template <class BVT, class BET, typename BFT,class BTT,
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template <typename> class A, template <typename> class B,
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template <typename> class C, template <typename> class D,
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template <typename> class E >
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class VertexArity5: public E<VertexArity4<BVT,BET,BFT,BTT, A, B, C, D> > {};
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template <class BVT, class BET, typename BFT,class BTT,
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template <typename> class A, template <typename> class B,
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template <typename> class C, template <typename> class D,
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template <typename> class E, template <typename> class F >
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class VertexArity6: public F<VertexArity5<BVT,BET,BFT,BTT, A, B, C, D, E> > {};
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/* The Real Big Vertex class;
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The class __VertexArityMax__ is the one that is the Last to be derived,
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and therefore is the only one to know the real members
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(after the many overrides) so all the functions with common behaviour
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using the members defined in the various Empty/nonEmpty component classes
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MUST be defined here.
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I.e. IsD() that uses the overridden Flags() member must be defined here.
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*/
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template <class BVT, class BET, typename BFT,class BTT,
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template <typename> class A, template <typename> class B,
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template <typename> class C, template <typename> class D,
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template <typename> class E, template <typename> class F,
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template <typename> class G>
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class VertexArityMax: public G<VertexArity6<BVT,BET,BFT,BTT, A, B, C, D, E, F> > {
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// ----- Flags stuff -----
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public:
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enum {
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// This bit indicate that the vertex is deleted from the mesh
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DELETED = 0x0001, // cancellato
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// This bit indicate that the vertex of the mesh is not readable
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NOTREAD = 0x0002, // non leggibile (ma forse modificabile)
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// This bit indicate that the vertex is not modifiable
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NOTWRITE = 0x0004, // non modificabile (ma forse leggibile)
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// This bit indicate that the vertex is modified
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MODIFIED = 0x0008, // modificato
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// This bit can be used to mark the visited vertex
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VISITED = 0x0010, // Visited
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// This bit can be used to select
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SELECTED = 0x0020, // Selection flag
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// Border Flag
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BORDER = 0x0100,
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// First user bit
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USER0 = 0x0200 // Fisrt user bit
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};
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inline int & UberFlags ()
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{
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return Flags();
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}
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inline const int UberFlags() const
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{
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return Flags();
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}
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/// checks if the vertex is deleted
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bool IsD() const {return (Flags() & DELETED) != 0;}
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/// checks if the vertex is readable
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bool IsR() const {return (Flags() & NOTREAD) == 0;}
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/// checks if the vertex is modifiable
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bool IsW() const {return (Flags() & NOTWRITE)== 0;}
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/// This funcion checks whether the vertex is both readable and modifiable
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bool IsRW() const {return (Flags() & (NOTREAD | NOTWRITE)) == 0;}
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/// checks if the vertex is Modified
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bool IsS() const {return (Flags() & SELECTED) != 0;}
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/// checks if the vertex is readable
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bool IsB() const {return (Flags() & BORDER) != 0;}
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/** Set the flag value
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@param flagp Valore da inserire nel flag
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*/
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void SetFlags(int flagp) {Flags()=flagp;}
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/** Set the flag value
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@param flagp Valore da inserire nel flag
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*/
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void ClearFlags() {Flags()=0;}
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/// deletes the vertex from the mesh
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void SetD() {Flags() |=DELETED;}
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/// un-delete a vertex
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void ClearD() {Flags() &=(~DELETED);}
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/// marks the vertex as readable
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void SetR() {Flags() &=(~NOTREAD);}
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/// marks the vertex as not readable
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void ClearR() {Flags() |=NOTREAD;}
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/// marks the vertex as writable
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void ClearW() {Flags() |=NOTWRITE;}
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/// marks the vertex as not writable
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void SetW() {Flags() &=(~NOTWRITE);}
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/// select the vertex
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void SetS() {Flags() |=SELECTED;}
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/// Un-select a vertex
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void ClearS() {Flags() &= ~SELECTED;}
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void SetB() {Flags() |=BORDER;}
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void ClearB() {Flags() &=~BORDER;}
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/// Return the first bit that is not still used
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static int &LastBitFlag()
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{
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static int b =USER0;
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return b;
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}
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/// allocate a bit among the flags that can be used by user.
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static inline int NewUserBit()
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{
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LastBitFlag()=LastBitFlag()<<1;
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return LastBitFlag();
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}
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// de-allocate a bit among the flags that can be used by user.
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static inline bool DeleteUserBit(int bitval)
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{
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if(LastBitFlag()==bitval) {
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LastBitFlag()= LastBitFlag()>>1;
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return true;
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}
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assert(0);
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return false;
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}
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/// This function checks if the given user bit is true
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bool IsUserBit(int userBit){return (Flags() & userBit) != 0;}
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/// This function set the given user bit
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void SetUserBit(int userBit){Flags() |=userBit;}
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/// This function clear the given user bit
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void ClearUserBit(int userBit){Flags() &= (~userBit);}
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};
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template < typename T=int>
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class DefaultDeriver : public T {};
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/*
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These are the three main classes that are used by the library user to define its own vertexes.
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The user MUST specify the names of all the type involved in a generic complex.
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so for example when defining a vertex of a trimesh you must know the name of the type of the edge and of the face.
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Typical usage example:
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A vertex with coords, flags and normal for use in a standard trimesh:
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class VertexNf : public VertexSimp2< VertexNf, EdgeProto, FaceProto, vert::Coord3d, vert::Flag, vert::Normal3f > {};
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A vertex with coords, and normal for use in a tetrahedral mesh AND in a standard trimesh:
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class TetraVertex : public VertexSimp3< TetraVertex, EdgeProto, FaceProto, TetraProto, vert::Coord3d, vert::Normal3f > {};
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*/
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template <class BVT, class BET, class BFT, class BTT,
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template <typename> class A = DefaultDeriver, template <typename> class B = DefaultDeriver,
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template <typename> class C = DefaultDeriver, template <typename> class D = DefaultDeriver,
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template <typename> class E = DefaultDeriver, template <typename> class F = DefaultDeriver,
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template <typename> class G = DefaultDeriver >
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class VertexSimp3: public VertexArityMax<BVT,BET,BFT,BTT, A, B, C, D, E, F, G> {};
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template <class BVT, class BET, class BFT,
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template <typename> class A = DefaultDeriver, template <typename> class B = DefaultDeriver,
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template <typename> class C = DefaultDeriver, template <typename> class D = DefaultDeriver,
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template <typename> class E = DefaultDeriver, template <typename> class F = DefaultDeriver,
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template <typename> class G = DefaultDeriver >
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class VertexSimp2: public VertexArityMax<BVT,BET,BFT,DumTT, A, B, C, D, E, F, G> {};
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template <class BVT, class BET,
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template <typename> class A = DefaultDeriver, template <typename> class B = DefaultDeriver,
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template <typename> class C = DefaultDeriver, template <typename> class D = DefaultDeriver,
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template <typename> class E = DefaultDeriver, template <typename> class F = DefaultDeriver,
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template <typename> class G = DefaultDeriver >
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class VertexSimp1: public VertexArityMax<BVT,BET,DumFT,DumTT, A, B, C, D, E, F, G> {};
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}// end namespace
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#endif
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