[SIMPLEXplus promotion]

This modification removes the old way to define simplexes (already deprecated and unsupported).
In the following SIMPLEX = [vertex|edge|face|tetrahedron]

All the stuff that was in vcg/simplex/SIMPLEXplus/ has now been promoted to vcg/simplex/

Details:
- the folder vcg/simplex/SIMPLEX/with has been removed
- the file vcg/simplex/SIMPLEX/base.h has been renamed into  vcg/simplex/SIMPLEX/base_old.h 
- the content of vcg/simplex/SIMPLEXplus/ has been moved into vcg/simplex/SIMPLEX/
- the folder vcg/simplex/SIMPLEXplus/ has been removed

Actions the update the  code using vcglib:
replace <vcg/simplex/SIMPLEXplus/*> with  <vcg/simplex/SIMPLEX/*> in every include
for MESHLAB users: already done along with this commit
This commit is contained in:
ganovelli 2008-12-19 10:34:17 +00:00
parent d88ae15696
commit 045832c348
2 changed files with 0 additions and 593 deletions

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/****************************************************************************
* VCGLib o o *
* Visual and Computer Graphics Library o o *
* _ O _ *
* Copyright(C) 2004 \/)\/ *
* Visual Computing Lab /\/| *
* ISTI - Italian National Research Council | *
* \ *
* All rights reserved. *
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 of the License, or *
* (at your option) any later version. *
* *
* This program is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License (http://www.gnu.org/licenses/gpl.txt) *
* for more details. *
* *
****************************************************************************/
/****************************************************************************
History
$Log: not supported by cvs2svn $
Revision 1.1 2007/05/09 10:31:53 ganovelli
added
****************************************************************************/
#ifndef __VCG_TETRA_PLUS
#define __VCG_TETRA_PLUS
#include <vcg/space/point3.h>
#include <vcg/space/texcoord2.h>
#include <vcg/space/color4.h>
#include <vcg/simplex/tetrahedronplus/component.h>
namespace vcg {
/*------------------------------------------------------------------*/
/*
The base class of all the recusive definition chain. It is just a container of the typenames of the various simplexes.
These typenames must be known form all the derived classes.
*/
template <class BVT, class BET, class BFT, class BTT>
class TetraTypeHolder{
public:
typedef BVT VertexType;
typedef typename VertexType::CoordType CoordType;
typedef typename VertexType::ScalarType ScalarType;
typedef BET EdgeType;
typedef BFT FaceType;
typedef BTT TetraType;
typedef BVT *VertPointer;
typedef BET *EdgePointer;
typedef BFT *FacePointer;
typedef BTT *TetraPointer;
static void Name(std::vector<std::string> & name){}
// prot
};
/* The base class form which we start to add our components.
it has the empty definition for all the standard members (coords, color flags)
Note:
in order to avoid both virtual classes and ambiguous definitions all
the subsequent overrides must be done in a sequence of derivation.
In other words we cannot derive and add in a single derivation step
(with multiple ancestor), both the real (non-empty) normal and color but
we have to build the type a step a time (deriving from a single ancestor at a time).
*/
template <class BVT, class BET=DumET, class BFT=DumFT, class BTT=DumTT>
class TetraBase: public tetra::EmptyVertexRef<
tetra::EmptyAdj<
TetraTypeHolder <BVT, BET, BFT, BTT> > > {
};
// Metaprogramming Core
template <class BVT, class BET, class BFT,class BTT,
template <typename> class A>
class TetraArity1: public A<TetraBase<BVT,BET,BFT,BTT> > {};
template <class BVT, class BET, typename BFT, class BTT,
template <typename> class A, template <typename> class B>
class TetraArity2: public B<TetraArity1<BVT,BET,BFT,BTT, A> > {};
template <class BVT, class BET, typename BFT,class BTT,
template <typename> class A, template <typename> class B,
template <typename> class C >
class TetraArity3: public C<TetraArity2<BVT,BET,BFT,BTT, A, B> > {};
template <class BVT, class BET, typename BFT,class BTT,
template <typename> class A, template <typename> class B,
template <typename> class C, template <typename> class D>
class TetraArity4: public D<TetraArity3<BVT,BET,BFT,BTT, A, B, C> > {};
template <class BVT, class BET, typename BFT,class BTT,
template <typename> class A, template <typename> class B,
template <typename> class C, template <typename> class D,
template <typename> class E >
class TetraArity5: public E<TetraArity4<BVT,BET,BFT,BTT, A, B, C, D> > {};
template <class BVT, class BET, typename BFT,class BTT,
template <typename> class A, template <typename> class B,
template <typename> class C, template <typename> class D,
template <typename> class E, template <typename> class F >
class TetraArity6: public F<TetraArity5<BVT,BET,BFT,BTT, A, B, C, D, E> > {};
template <class BVT, class BET, typename BFT,class BTT,
template <typename> class A, template <typename> class B,
template <typename> class C, template <typename> class D,
template <typename> class E, template <typename> class F,
template <typename> class G >
class TetraArity7: public G<TetraArity6<BVT,BET,BFT,BTT, A, B, C, D, E, F> > {};
template <class BVT, class BET, typename BFT,class BTT,
template <typename> class A, template <typename> class B,
template <typename> class C, template <typename> class D,
template <typename> class E, template <typename> class F,
template <typename> class G, template <typename> class H >
class TetraArity8: public H<TetraArity7<BVT,BET,BFT,BTT, A, B, C, D, E, F, G> > {};
/* The Real Big Face class;
The class __FaceArityMax__ is the one that is the Last to be derived,
and therefore is the only one to know the real members
(after the many overrides) so all the functions with common behaviour
using the members defined in the various Empty/nonEmpty component classes
MUST be defined here.
I.e. IsD() that uses the overridden Flags() member must be defined here.
*/
template <class BVT, class BET, typename BFT,class BTT,
template <typename> class A, template <typename> class B,
template <typename> class C, template <typename> class D,
template <typename> class E, template <typename> class F,
template <typename> class G, template <typename> class H,
template <typename> class I >
class TetraArityMax: public I<TetraArity8<BVT,BET,BFT,BTT, A, B, C, D, E, F, G, H> > {
// ----- Flags stuff -----
public:
inline int & UberFlags ()
{
return this->Flags();
}
inline const int UberFlags() const
{
return this->Flags();
}
enum {
DELETED = 0x00000001, // Face is deleted from the mesh
NOTREAD = 0x00000002, // Face of the mesh is not readable
NOTWRITE = 0x00000004, // Face of the mesh is not writable
VISITED = 0x00000010, // Face has been visited. Usualy this is a per-algorithm used bit.
SELECTED = 0x00000020, // Face is selected. Algorithms should try to work only on selected face (if explicitly requested)
// Border _flags, it is assumed that BORDERi = BORDER0<<i
BORDER0 = 0x00000040,
BORDER1 = 0x00000080,
BORDER2 = 0x00000100,
BORDER3 = 0x00000200,
// Crease _flags, it is assumed that FEATUREi = FEATURE0<<i
// First user bit
USER0 = 0x00004000
};
/// checks if the Face is deleted
bool IsD() const {return (this->Flags() & DELETED) != 0;}
/// checks if the Face is readable
bool IsR() const {return (this->Flags() & NOTREAD) == 0;}
/// checks if the Face is modifiable
bool IsW() const {return (this->Flags() & NOTWRITE)== 0;}
/// This funcion checks whether the Face is both readable and modifiable
bool IsRW() const {return (this->Flags() & (NOTREAD | NOTWRITE)) == 0;}
/// checks if the Face is Modified
bool IsS() const {return (this->Flags() & SELECTED) != 0;}
/// checks if the Face is Modified
bool IsV() const {return (this->Flags() & VISITED) != 0;}
/** Set the flag value
@param flagp Valore da inserire nel flag
*/
void SetFlags(int flagp) {this->Flags()=flagp;}
/** Set the flag value
@param flagp Valore da inserire nel flag
*/
void ClearFlags() {this->Flags()=0;}
/// deletes the Face from the mesh
void SetD() {this->Flags() |=DELETED;}
/// un-delete a Face
void ClearD() {this->Flags() &=(~DELETED);}
/// marks the Face as readable
void SetR() {this->Flags() &=(~NOTREAD);}
/// marks the Face as not readable
void ClearR() {this->Flags() |=NOTREAD;}
/// marks the Face as writable
void SetW() {this->Flags() &=(~NOTWRITE);}
/// marks the Face as notwritable
void ClearW() {this->Flags() |=NOTWRITE;}
/// select the Face
void SetS() {this->Flags() |=SELECTED;}
/// Un-select a Face
void ClearS() {this->Flags() &= ~SELECTED;}
/// select the Face
void SetV() {this->Flags() |=VISITED;}
/// Un-select a Face
void ClearV() {this->Flags() &= ~VISITED;}
/// This function checks if the face is selected
bool IsB(int i) const {return (this->Flags() & (BORDER0<<i)) != 0;}
/// This function select the face
void SetB(int i) {this->Flags() |=(BORDER0<<i);}
/// This funcion execute the inverse operation of SetS()
void ClearB(int i) {this->Flags() &= (~(BORDER0<<i));}
/// Return the first bit that is not still used
static int &LastBitFlag()
{
static int b =USER0;
return b;
}
/// allocate a bit among the flags that can be used by user.
static inline int NewBitFlag()
{
LastBitFlag()=LastBitFlag()<<1;
return LastBitFlag();
}
// de-allocate a bit among the flags that can be used by user.
static inline bool DeleteBitFlag(int bitval)
{
if(LastBitFlag()==bitval) {
LastBitFlag()= LastBitFlag()>>1;
return true;
}
assert(0);
return false;
}
/// This function checks if the given user bit is true
bool IsUserBit(int userBit){return (this->Flags() & userBit) != 0;}
/// This function set the given user bit
void SetUserBit(int userBit){this->Flags() |=userBit;}
/// This function clear the given user bit
void ClearUserBit(int userBit){this->Flags() &= (~userBit);}
template<class BoxType>
void GetBBox( BoxType & bb ) const
{
bb.Set(this->P(0));
bb.Add(this->P(1));
bb.Add(this->P(2));
}
};
template < typename T=int>
class TetraDefaultDeriver : public T {};
/*
These are the three main classes that are used by the library user to define its own Facees.
The user MUST specify the names of all the type involved in a generic complex.
so for example when defining a Face of a trimesh you must know the name of the type of the edge and of the face.
Typical usage example:
A Face with coords, flags and normal for use in a standard trimesh:
class MyFaceNf : public FaceSimp2< VertProto, EdgeProto, MyFaceNf, face::Flag, face::Normal3f > {};
A Face with coords, and normal for use in a tetrahedral mesh AND in a standard trimesh:
class TetraFace : public FaceSimp3< VertProto, EdgeProto, TetraFace, TetraProto, face::Coord3d, face::Normal3f > {};
A summary of the components that can be added to a face (see components.h for details):
VertexRef
Mark //Incremental mark (int)
VTAdj //Topology vertex face adjacency
(pointers to next face in the ring of the vertex
TTAdj //topology: face face adj
pointers to adjacent faces
*/
template <class BVT, class BET, class BFT, class BTT,
template <typename> class A = TetraDefaultDeriver, template <typename> class B = TetraDefaultDeriver,
template <typename> class C = TetraDefaultDeriver, template <typename> class D = TetraDefaultDeriver,
template <typename> class E = TetraDefaultDeriver, template <typename> class F = TetraDefaultDeriver,
template <typename> class G = TetraDefaultDeriver, template <typename> class H = TetraDefaultDeriver,
template <typename> class I = TetraDefaultDeriver >
class TetraSimp3: public TetraArityMax<BVT,BET,BFT,BTT, A, B, C, D, E, F, G, H, I> {};
class DumTT;
template <class BVT, class BET, class BFT,
template <typename> class A = TetraDefaultDeriver, template <typename> class B = TetraDefaultDeriver,
template <typename> class C = TetraDefaultDeriver, template <typename> class D = TetraDefaultDeriver,
template <typename> class E = TetraDefaultDeriver, template <typename> class F = TetraDefaultDeriver,
template <typename> class G = TetraDefaultDeriver, template <typename> class H = TetraDefaultDeriver,
template <typename> class I = TetraDefaultDeriver >
class TetraSimp2: public TetraArityMax<BVT,BET,BFT,DumTT, A, B, C, D, E, F, G, H, I> {};
}// end namespace
#endif

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/****************************************************************************
* VCGLib o o *
* Visual and Computer Graphics Library o o *
* _ O _ *
* Copyright(C) 2004 \/)\/ *
* Visual Computing Lab /\/| *
* ISTI - Italian National Research Council | *
* \ *
* All rights reserved. *
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 of the License, or *
* (at your option) any later version. *
* *
* This program is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License (http://www.gnu.org/licenses/gpl.txt) *
* for more details. *
* *
****************************************************************************/
/****************************************************************************
History
$Log: not supported by cvs2svn $
Revision 1.1 2007/05/09 10:31:53 ganovelli
added
****************************************************************************/
#ifndef __VCG_TETRAHEDRON_PLUS_COMPONENT
#define __VCG_TETRAHEDRON_PLUS_COMPONENT
#include <vector>
#include <vcg/space/tetra3.h>
namespace vcg {
namespace tetra {
/*
Some naming Rules
All the Components that can be added to a vertex should be defined in the namespace vert:
*/
/*-------------------------- VERTEX ----------------------------------------*/
template <class T> class EmptyVertexRef: public T {
public:
// typedef typename T::VertexType VertexType;
// typedef typename T::CoordType CoordType;
inline typename T::VertexType * & V( const int j ) { assert(0); static typename T::VertexType *vp=0; return vp; }
inline typename T::VertexType * const & V( const int j ) const { assert(0); static typename T::VertexType *vp=0; return vp; }
inline typename T::VertexType * const cV( const int j ) const { assert(0); static typename T::VertexType *vp=0; return vp; }
inline typename T::CoordType & P( const int j ) { assert(0); static typename T::CoordType coord(0, 0, 0); return coord; }
inline const typename T::CoordType & P( const int j ) const { assert(0); static typename T::CoordType coord(0, 0, 0); return coord; }
inline const typename T::CoordType &cP( const int j ) const { assert(0); static typename T::CoordType coord(0, 0, 0); return coord; }
static bool HasVertexRef() { return false; }
static void Name(std::vector<std::string> & name){T::Name(name);}
};
template <class T> class VertexRef: public T {
public:
VertexRef(){
v[0]=0;
v[1]=0;
v[2]=0;
}
inline typename T::VertexType * & V( const int j ) { assert(j>=0 && j<4); return v[j]; }
inline typename T::VertexType * const & V( const int j ) const { assert(j>=0 && j<4); return v[j]; }
inline typename T::VertexType * const cV( const int j ) const { assert(j>=0 && j<4); return v[j]; }
// Shortcut per accedere ai punti delle facce
inline typename T::CoordType & P( const int j ) { assert(j>=0 && j<4); return v[j]->P(); }
inline const typename T::CoordType & P( const int j ) const { assert(j>=0 && j<4); return v[j]->cP(); }
inline const typename T::CoordType &cP( const int j ) const { assert(j>=0 && j<4); return v[j]->cP(); }
/** Return the pointer to the ((j+1)%3)-th vertex of the face.
@param j Index of the face vertex.
*/
inline typename T::VertexType * & V0( const int j ) { return V(j);}
inline typename T::VertexType * & V1( const int j ) { return V((j+1)%4);}
inline typename T::VertexType * & V2( const int j ) { return V((j+2)%4);}
inline const typename T::VertexType * const & V0( const int j ) const { return V(j);}
inline const typename T::VertexType * const & V1( const int j ) const { return V((j+1)%4);}
inline const typename T::VertexType * const & V2( const int j ) const { return V((j+2)%4);}
inline const typename T::VertexType * const & cV0( const int j ) const { return cV(j);}
inline const typename T::VertexType * const & cV1( const int j ) const { return cV((j+1)%4);}
inline const typename T::VertexType * const & cV2( const int j ) const { return cV((j+2)%4);}
/// Shortcut to get vertex values
inline typename T::CoordType & P0( const int j ) { return V(j)->P();}
inline typename T::CoordType & P1( const int j ) { return V((j+1)%4)->P();}
inline typename T::CoordType & P2( const int j ) { return V((j+2)%4)->P();}
inline const typename T::CoordType & P0( const int j ) const { return V(j)->P();}
inline const typename T::CoordType & P1( const int j ) const { return V((j+1)%4)->P();}
inline const typename T::CoordType & P2( const int j ) const { return V((j+2)%4)->P();}
inline const typename T::CoordType & cP0( const int j ) const { return cV(j)->P();}
inline const typename T::CoordType & cP1( const int j ) const { return cV((j+1)%4)->P();}
inline const typename T::CoordType & cP2( const int j ) const { return cV((j+2)%4)->P();}
inline typename T::VertexType * & UberV( const int j ) { assert(j>=0 && j<4); return v[j]; }
inline const typename T::VertexType * const & UberV( const int j ) const { assert(j>=0 && j<4); return v[j]; }
static bool HasVertexRef() { return true; }
static void Name(std::vector<std::string> & name){name.push_back(std::string("VertexRef"));T::Name(name);}
private:
typename T::VertexType *v[4];
};
/*------------------------- FACE NORMAL -----------------------------------------*/
template <class A, class T> class EmptyFaceNormal: public T {
public:
typedef ::vcg::Point3<A> NormalType;
/// Return the vector of Flags(), senza effettuare controlli sui bit
NormalType N(const int & ){ static int dummynormal(0); return dummynormal; }
const NormalType cN(const int & ) const { return 0; }
static bool HasFaceNormal() { return false; }
static bool HasFaceNormalOcc() { return false; }
static void Name(std::vector<std::string> & name){T::Name(name);}
};
template <class A, class T> class FaceNormal: public T {
public:
typedef ::vcg::Point3<A> NormalType;
NormalType N(const int & i){ assert((i>=0)&&(i < 4)); return _facenormals[i]; }
const NormalType cN(const int & i) const { assert((i>=0)&&(i < 4)); return _facenormals[i]; }
static bool HasFaceNormals() { return true; }
static bool HasFaceNormalOcc() { return false; }
static void Name(std::vector<std::string> & name){name.push_back(std::string("FaceNormal"));T::Name(name);}
private:
NormalType _facenormals[4];
};
template <class T> class FaceNormal3f: public FaceNormal<float,T>{
public:static void Name(std::vector<std::string> & name){name.push_back(std::string("FaceNormal3f"));T::Name(name);} };
template <class T> class FaceNormal3d: public FaceNormal<double,T>{
public:static void Name(std::vector<std::string> & name){name.push_back(std::string("FaceNormal3d"));T::Name(name);} };
/*------------------------- FLAGS -----------------------------------------*/
template <class T> class EmptyBitFlags: public T {
public:
/// Return the vector of Flags(), senza effettuare controlli sui bit
int &Flags() { static int dummyflags(0); return dummyflags; }
const int Flags() const { return 0; }
static bool HasFlags() { return false; }
static bool HasFlagsOcc() { return false; }
static void Name(std::vector<std::string> & name){T::Name(name);}
};
template <class T> class BitFlags: public T {
public:
BitFlags(){_flags=0;}
int &Flags() {return _flags; }
const int Flags() const {return _flags; }
static bool HasFlags() { return true; }
static void Name(std::vector<std::string> & name){name.push_back(std::string("BitFlags"));T::Name(name);}
private:
int _flags;
};
/*-------------------------- INCREMENTAL MARK ----------------------------------------*/
template <class T> class EmptyMark: public T {
public:
typedef int MarkType;
static bool HasMark() { return false; }
static bool HasMarkOcc() { return false; }
inline void InitIMark() { }
inline int & IMark() { assert(0); static int tmp=-1; return tmp;}
inline const int IMark() const {return 0;}
static void Name(std::vector<std::string> & name){T::Name(name);}
};
template <class T> class Mark: public T {
public:
static bool HasMark() { return true; }
static bool HasMarkOcc() { return true; }
inline void InitIMark() { _imark = 0; }
inline int & IMark() { return _imark;}
inline const int & IMark() const {return _imark;}
static void Name(std::vector<std::string> & name){name.push_back(std::string("Mark"));T::Name(name);}
private:
int _imark;
};
/*----------------------------- VTADJ ------------------------------*/
template <class T> class EmptyAdj: public T {
public:
typedef int VFAdjType;
typename T::TetraPointer & VTp( const int ) { static typename T::TetraPointer tp=0; return tp; }
typename T::TetraPointer const cVTp( const int ) const { static typename T::TetraPointer const tp=0; return tp; }
typename T::TetraPointer & TTp( const int ) { static typename T::TetraPointer tp=0; return tp; }
typename T::TetraPointer const cTTp( const int ) const { static typename T::TetraPointer const tp=0; return tp; }
char & VTi( const int j ) { static char z=0; return z; }
char & TTi( const int j ) { static char z=0; return z; }
static bool HasVTAdjacency() { return false; }
static bool HasTTAdjacency() { return false; }
static bool HasTTAdjacencyOcc() { return false; }
static bool HasVTAdjacencyOcc() { return false; }
static void Name( std::vector< std::string > & name ){ T::Name(name); }
};
template <class T> class VTAdj: public T {
public:
VTAdj() { _vtp[0]=0; _vtp[1]=0; _vtp[2]=0; _vtp[3]=0; }
typename T::TetraPointer & VTp( const int j ) { assert( j >= 0 && j < 4 ); return _vtp[j]; }
typename T::TetraPointer const VTp( const int j ) const { assert( j >= 0 && j < 4 ); return _vtp[j]; }
typename T::TetraPointer const cVTp( const int j ) const { assert( j >= 0 && j < 4 ); return _vtp[j]; }
char & VTi( const int j ) { return _vti[j]; }
const char & cVTi( const int j ) const { return _vti[j]; }
static bool HasVTAdjacency() { return true; }
static bool HasVTAdjacencyOcc() { return false; }
static void Name( std::vector< std::string > & name ) { name.push_back( std::string("VTAdj") ); T::Name(name); }
private:
typename T::TetraPointer _vtp[4];
char _vti[4];
};
/*----------------------------- TTADJ ------------------------------*/
template <class T> class TTAdj: public T {
public:
TTAdj(){
_ttp[0]=0;
_ttp[1]=0;
_ttp[2]=0;
_ttp[3]=0;
}
typename T::TetraPointer &TTp(const int j) { assert(j>=0 && j<4); return _ttp[j]; }
typename T::TetraPointer const TTp(const int j) const { assert(j>=0 && j<4); return _ttp[j]; }
typename T::TetraPointer const cTTp(const int j) const { assert(j>=0 && j<4); return _ttp[j]; }
char &TTi(const int j) { return _tti[j]; }
const char &cTTi(const int j) const { return _tti[j]; }
typename T::TetraPointer &TTp1( const int j ) { return TTp((j+1)%4);}
typename T::TetraPointer &TTp2( const int j ) { return TTp((j+2)%4);}
typename T::TetraPointer const TTp1( const int j ) const { return TTp((j+1)%4);}
typename T::TetraPointer const TTp2( const int j ) const { return TTp((j+2)%4);}
bool IsBorderF(const int & i) const { assert( (i>=0) && (i < 4)); { return TTp(i) == this;}}
static bool HasTTAdjacency() { return true; }
static bool HasTTAdjacencyOcc() { return false; }
static void Name(std::vector<std::string> & name){name.push_back(std::string("TTAdj"));T::Name(name);}
private:
typename T::TetraPointer _ttp[4] ;
char _tti[4] ;
};
} // end namespace vert
}// end namespace vcg
#endif