improved documentation, remove extra ';' and useless const
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@ -31,9 +31,16 @@ namespace vcg {
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/*@{*/
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/**
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Templated class for a set of 2D texture coord. It for each is templated over two parameters:
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the type of the tex coord and the number of texcoord to be stored. This class is intended to be used when many textures
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id are shared over the same surface, so for each coord the id of the texture is stored. If no id is needed see the vcg::TexCoord2Simple class.
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\brief Templated class for a storing a set of 2D texture coord plus their texture id.
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This class is templated over two parameters:
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- the type of the texture coord and
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- the number of texcoord to be stored. This is useful when you have multiple
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coordinate set for the same entity (e.g. when you have two completely different
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parametrizations over the same surface);
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This class is intended to be used when multiple textures id are shared over the same surface.
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so for each coord the id of the texture is stored. If no texture id is needed see the vcg::TexCoord2Simple class.
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*/
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template<class T = float, int NMAX = 1>
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@ -49,29 +56,35 @@ private:
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short _n[NMAX];
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public:
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TexCoord2(T u, T v) { if(NMAX>0) _n[0]=0; _t[0][0]=u; _t[0][1]=v; };
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TexCoord2() { };
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TexCoord2(T u, T v) { if(NMAX>0) _n[0]=0; _t[0][0]=u; _t[0][1]=v; }
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TexCoord2() { }
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inline const PointType &P() const { return _t[0]; };
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inline PointType &P() { return _t[0]; };
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inline const PointType &P() const { return _t[0]; }
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inline PointType &P() { return _t[0]; }
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inline const PointType &P(const int i) const { assert(i>0 && i<NMAX); return _t[i]; };
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inline PointType &P(const int i) { assert(i>0 && i<NMAX); return _t[i]; };
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inline const PointType &P(const int i) const { assert(i>0 && i<NMAX); return _t[i]; }
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inline PointType &P(const int i) { assert(i>0 && i<NMAX); return _t[i]; }
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inline T & U() { return _t[0][0]; }
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inline T & V() { return _t[0][1]; }
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/// Return a reference to the u texture coordinate of the vertex
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inline T & U() { return _t[0][0]; }
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/// Return a reference to the v texture coordinate of the vertex
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inline T & V() { return _t[0][1]; }
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/// Return a const reference to the u texture coordinate of the vertex
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inline const T & U() const { return _t[0][0]; }
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/// Return a const reference to the v texture coordinate of the vertex
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inline const T & V() const { return _t[0][1]; }
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inline T & U(const int i) { assert(i>0 && i<NMAX); return _t[i][0]; }
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inline T & V(const int i) { assert(i>0 && i<NMAX); return _t[i][1]; }
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inline const T & U(const int i) const { assert(i>0 && i<NMAX); return _t[i][0]; }
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inline const T & V(const int i) const { assert(i>0 && i<NMAX); return _t[i][1]; }
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inline T & U( int i) { assert(i>0 && i<NMAX); return _t[i][0]; }
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inline T & V( int i) { assert(i>0 && i<NMAX); return _t[i][1]; }
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inline const T & U( int i) const { assert(i>0 && i<NMAX); return _t[i][0]; }
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inline const T & V( int i) const { assert(i>0 && i<NMAX); return _t[i][1]; }
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inline short & N() { return _n[0]; }
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inline short N() const { return _n[0]; }
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/// Return a reference to the texture id of the vertex
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inline short & N() { return _n[0]; }
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/// Return a const reference to the texture id of the vertex
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inline short N() const { return _n[0]; }
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inline short & N(const int i) { assert(i>0 && i<NMAX); return _n[i]; }
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inline short N(const int i) const { assert(i>0 && i<NMAX); return _n[i]; }
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inline short & N(int i) { assert(i>0 && i<NMAX); return _n[i]; }
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inline short N(int i) const { assert(i>0 && i<NMAX); return _n[i]; }
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/* <OLD_METHODS> (lowercase ones). DEPRECATED. TO BE REMOVED SOON.*/
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@ -79,39 +92,39 @@ public:
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/**/inline T & v() { return _t[0][1]; }
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/**/inline const T & u() const { return _t[0][0]; }
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/**/inline const T & v() const { return _t[0][1]; }
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/**/inline T & u(const int i) { return _t[i][0]; }
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/**/inline T & v(const int i) { return _t[i][1]; }
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/**/inline const T & u(const int i) const { return _t[i][0]; }
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/**/inline const T & v(const int i) const { return _t[i][1]; }
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/**/inline T & u( int i) { return _t[i][0]; }
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/**/inline T & v( int i) { return _t[i][1]; }
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/**/inline const T & u( int i) const { return _t[i][0]; }
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/**/inline const T & v( int i) const { return _t[i][1]; }
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/**/
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/**/inline short & n() { return _n[0]; }
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/**/inline short n() const { return _n[0]; }
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/**/
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/**/inline short & n(const int i) { return _n[i]; }
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/**/inline short n(const int i) const { return _n[i]; }
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/**/inline short & n( int i) { return _n[i]; }
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/**/inline short n( int i) const { return _n[i]; }
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/**/
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/**/inline Point2<T> & t(const int i) { return _t[i]; }
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/**/inline Point2<T> t(const int i) const { return _t[i]; }
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/**/inline Point2<T> & t( int i) { return _t[i]; }
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/**/inline Point2<T> t( int i) const { return _t[i]; }
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/**/
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/**/inline Point2<T> & t() { return _t[0]; }
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/**/inline Point2<T> t() const { return _t[0]; }
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/* </OLD_METHODS> */
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inline bool operator == ( TexCoord2 const & p ) const
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inline bool operator == ( const TexCoord2 & p ) const
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{
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for(int i=0;i<NMAX;++i)
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if(p._t[i] != _t[i] || p._n[i] != _n[i]) return false;
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return true;
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}
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inline bool operator != ( TexCoord2 const & p ) const
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inline bool operator != ( const TexCoord2 & p ) const
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{
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for(int i=0;i<NMAX;++i)
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if(p._t[i] != _t[i] || p._n[i] != _n[i]) return true;
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return false;
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}
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inline bool operator < ( TexCoord2 const & p ) const
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inline bool operator < ( const TexCoord2 & p ) const
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{
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for(int i=0;i<NMAX;++i)
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if(p._t[i] != _t[i]) return p._t[i] < _t[i];
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