added per mesh attribute example to the trimesh_attribute sample

This commit is contained in:
Paolo Cignoni 2012-10-13 21:35:42 +00:00
parent 3778d69fd4
commit 6760de8bdd
1 changed files with 36 additions and 31 deletions

View File

@ -31,61 +31,66 @@ Attributes are a simple mechanism to associate user-defined 'attributes' to the
*/
#include<vcg/complex/complex.h>
using namespace vcg;
class MyEdge;
class MyFace;
class MyVertex;
struct MyUsedTypes : public vcg::UsedTypes< vcg::Use<MyVertex> ::AsVertexType,
vcg::Use<MyFace> ::AsFaceType>{};
struct MyUsedTypes : public UsedTypes< Use<MyVertex> ::AsVertexType,
Use<MyFace> ::AsFaceType>{};
class MyVertex : public vcg::Vertex< MyUsedTypes, vcg::vertex::Coord3f,vcg::vertex::Normal3f>{};
class MyFace : public vcg::Face< MyUsedTypes, vcg::face::VertexRef, vcg::face::Normal3f> {};
class MyVertex : public Vertex< MyUsedTypes, vertex::Coord3f,vertex::Normal3f>{};
class MyFace : public Face< MyUsedTypes, face::VertexRef, face::Normal3f> {};
class MyMesh : public vcg::tri::TriMesh< std::vector<MyVertex>, std::vector<MyFace> > {};
class MyMesh : public tri::TriMesh< std::vector<MyVertex>, std::vector<MyFace> > {};
int main()
{
MyMesh m;
//...here m is filled
// add a per-vertex attribute with type float named "Irradiance"
MyMesh::PerVertexAttributeHandle<float> ih = vcg::tri::Allocator<MyMesh>::AddPerVertexAttribute<float> (m,std::string("Irradiance"));
MyMesh::PerVertexAttributeHandle<float> named_hv = tri::Allocator<MyMesh>::AddPerVertexAttribute<float> (m,std::string("Irradiance"));
// add a per-vertex attribute with type float named "Radiosity"
vcg::tri::Allocator<MyMesh>::AddPerVertexAttribute<float> (m,std::string("Radiosity"));
tri::Allocator<MyMesh>::AddPerVertexAttribute<float> (m,std::string("Radiosity"));
// add a per-vertex attribute with type bool and no name specified
MyMesh::PerVertexAttributeHandle<bool> blocked_h = vcg::tri::Allocator<MyMesh>::AddPerVertexAttribute<bool> (m);
MyMesh::PerVertexAttributeHandle<bool> anon_hv = tri::Allocator<MyMesh>::AddPerVertexAttribute<bool> (m);
// add a per-face attribute with type bool and no name specified
MyMesh::PerFaceAttributeHandle<bool> blocked_hf = vcg::tri::Allocator<MyMesh>::AddPerFaceAttribute<bool> (m);
MyMesh::PerFaceAttributeHandle<bool> anon_hf = tri::Allocator<MyMesh>::AddPerFaceAttribute<bool> (m);
MyMesh::VertexIterator vi; int i = 0;
for(vi = m.vert.begin(); vi != m.vert.end(); ++vi,++i){
ih[vi] = 1.0f; // [] operator takes a iterator
ih[*vi] = 1.0f; // or a MyMesh::VertexType object
ih[&*vi]= 1.0f; // or a pointer to it
ih[i] = 1.0f; // or an integer index
named_hv[vi] = 1.0f; // [] operator takes a iterator
named_hv[*vi] = 1.0f; // or a MyMesh::VertexType object
named_hv[&*vi]= 1.0f; // or a pointer to it
named_hv[i] = 1.0f; // or an integer index
}
// you can query if an attribute is present or not
bool hasRadiosity = vcg::tri::HasPerVertexAttribute(m,"Radiosity");
bool hasRadiosity = tri::HasPerVertexAttribute(m,"Radiosity");
// Once created with AddPerVertexAttribute, an handle to the attribute can be obtained as follows
MyMesh::PerVertexAttributeHandle<float> rh = vcg::tri::Allocator<MyMesh>::GetPerVertexAttribute<float>(m,"Radiosity");
// Once created with AddPerVertexAttribute, an handle to the attribute can be obtained as follows
MyMesh::PerVertexAttributeHandle<float> ret_hv = tri::Allocator<MyMesh>::GetPerVertexAttribute<float>(m,"Radiosity");
// you can delete an attibute by name
vcg::tri::Allocator<MyMesh>::DeletePerVertexAttribute(m,"Radiosity");
// you can also have PerMesh attributes
MyMesh::PerMeshAttributeHandle<int> hm = tri::Allocator<MyMesh>::AddPerMeshAttribute<int> (m,std::string("ADummyIntegerAttribute"));
// you can delete an attibute by handle
vcg::tri::Allocator<MyMesh>::DeletePerVertexAttribute(m,blocked_h);
// PerMesh attributes are accessed directly using the handle itself
hm() = 10;
bool res ;
res = vcg::tri::Allocator<MyMesh>::IsValidHandle(m,ih);printf("%d\n",res);
res = vcg::tri::Allocator<MyMesh>::IsValidHandle(m,blocked_hf);printf("%d\n",res);
vcg::tri::Allocator<MyMesh>::DeletePerVertexAttribute(m,ih);
vcg::tri::Allocator<MyMesh>::DeletePerFaceAttribute(m,blocked_hf);
res = vcg::tri::Allocator<MyMesh>::IsValidHandle(m,ih);printf("%d\n",res);
res = vcg::tri::Allocator<MyMesh>::IsValidHandle(m,blocked_hf);printf("%d\n",res);
// you can delete an attribute by name
tri::Allocator<MyMesh>::DeletePerVertexAttribute(m,"Radiosity");
// you can delete an attribute by handle
tri::Allocator<MyMesh>::DeletePerVertexAttribute(m,anon_hv);
bool res;
res = tri::Allocator<MyMesh>::IsValidHandle(m,named_hv); printf("Is Valid: %s\n",res?"Yes":"No");
res = tri::Allocator<MyMesh>::IsValidHandle(m,anon_hf); printf("Is Valid: %s\n",res?"Yes":"No");
res = tri::Allocator<MyMesh>::IsValidHandle(m,hm); printf("Is Valid: %s\n",res?"Yes":"No");
tri::Allocator<MyMesh>::DeletePerVertexAttribute(m,ret_hv);
tri::Allocator<MyMesh>::DeletePerFaceAttribute(m,anon_hf);
res = tri::Allocator<MyMesh>::IsValidHandle(m,named_hv); printf("Is Valid: %s\n",res?"Yes":"No");
res = tri::Allocator<MyMesh>::IsValidHandle(m,anon_hf); printf("Is Valid: %s\n",res?"Yes":"No");
res = tri::Allocator<MyMesh>::IsValidHandle(m,hm); printf("Is Valid: %s\n",res?"Yes":"No");
}