diff --git a/vcg/complex/algorithms/update/color.h b/vcg/complex/algorithms/update/color.h index e7b24b20..162385de 100644 --- a/vcg/complex/algorithms/update/color.h +++ b/vcg/complex/algorithms/update/color.h @@ -75,6 +75,8 @@ public: */ static int PerVertexConstant(MeshType &m, Color4b vs=Color4b::White,bool selected=false) { + if(!HasPerVertexColor(m)) throw MissingComponentException("PerVertexColor"); + int cnt=0; for(VertexIterator vi=m.vert.begin();vi!=m.vert.end();++vi) if(!(*vi).IsD()){ @@ -91,6 +93,7 @@ public: */ static int PerFaceConstant(MeshType &m, Color4b vs=Color4b::White,bool selected=false) { + if(!HasPerFaceColor(m)) throw MissingComponentException("PerFaceColor"); int cnt=0; for(FaceIterator fi=m.face.begin();fi!=m.face.end();++fi) if(!(*fi).IsD()){ @@ -110,6 +113,9 @@ public: */ static void PerVertexFromFace( MeshType &m) { + if(!HasPerVertexColor(m)) throw MissingComponentException("PerVertexColor"); + if(!HasPerFaceColor(m)) throw MissingComponentException("PerFaceColor"); + ColorAvgInfo csi; csi.r=0; csi.g=0; csi.b=0; csi.cnt=0; SimpleTempData<typename MeshType::VertContainer, ColorAvgInfo> TD(m.vert,csi); @@ -142,6 +148,9 @@ public: */ static void PerFaceFromVertex( MeshType &m) { + if(!HasPerVertexColor(m)) throw MissingComponentException("PerVertexColor"); + if(!HasPerFaceColor(m)) throw MissingComponentException("PerFaceColor"); + FaceIterator fi; for(fi=m.face.begin();fi!=m.face.end();++fi) if(!(*fi).IsD()) { @@ -159,6 +168,7 @@ public: static void PerVertexQualityRamp(MeshType &m, float minq=0, float maxq=0) { if(!HasPerVertexQuality(m)) throw MissingComponentException("PerVertexQuality"); + if(!HasPerVertexColor(m)) throw MissingComponentException("PerVertexColor"); if(minq==maxq) { @@ -177,6 +187,7 @@ public: */ static void PerFaceQualityRamp(MeshType &m, float minq=0, float maxq=0, bool selected=false) { + if(!HasPerFaceColor(m)) throw MissingComponentException("PerFaceColor"); if(!HasPerFaceQuality(m)) throw MissingComponentException("PerFaceQuality"); if(minq==maxq) @@ -196,6 +207,7 @@ public: */ static void PerVertexQualityGray(MeshType &m, float minq, float maxq) { + if(!HasPerVertexColor(m)) throw MissingComponentException("PerVertexColor"); if(!HasPerVertexQuality(m)) throw MissingComponentException("PerVertexQuality"); if(minq==maxq) { @@ -214,6 +226,7 @@ public: */ static void PerFaceQualityGray(MeshType &m, float minq=0, float maxq=0) { + if(!HasPerFaceColor(m)) throw MissingComponentException("PerFaceColor"); if(!HasPerFaceQuality(m)) throw MissingComponentException("PerFaceQuality"); if(minq==maxq) @@ -239,6 +252,7 @@ vcg::tri::UpdateColor<Mesh>::PerVertexBorderFlag(m.cm); */ static void PerVertexBorderFlag( MeshType &m, Color4b BorderColor=Color4b::Blue, Color4b InternalColor=Color4b::White, Color4b MixColor=Color4b::Cyan) { + if(!HasPerVertexColor(m)) throw MissingComponentException("PerVertexColor"); Color4b BaseColor = Color4b::Green; VertexConstant(m,BaseColor); @@ -267,6 +281,7 @@ It require FaceFace Adjacency becouse it relies on the output of the ConnecteCom */ static void PerFaceRandomConnectedComponent( MeshType &m) { + if(!HasPerFaceColor(m)) throw MissingComponentException("PerFaceColor"); if(!HasFFAdjacency(m)) throw MissingComponentException("FFAdjacency"); std::vector< std::pair<int, typename MeshType::FacePointer> > CCV; @@ -288,6 +303,7 @@ Note: The faux bit is used to color polygonal faces uniformly */ static void PerFaceRandom(MeshType &m) { + if(!HasPerFaceColor(m)) throw MissingComponentException("PerFaceColor"); FaceIterator fi; Color4b BaseColor = Color4b::Black; PerFaceConstant(m,BaseColor); @@ -315,6 +331,7 @@ Note: The faux bit is used to color polygonal faces uniformly */ static void PerVertexPerlinNoise(MeshType& m, Point3f period, Point3f offset=Point3f(0,0,0)) { + if(!HasPerVertexColor(m)) throw MissingComponentException("PerVertexColor"); Point3<ScalarType> p[3]; for(VertexIterator vi = m.vert.begin(); vi!=m.vert.end(); ++vi) { @@ -336,6 +353,7 @@ Note: The faux bit is used to color polygonal faces uniformly */ static void PerVertexAddNoise(MeshType& m, int noiseBits) { + if(!HasPerVertexColor(m)) throw MissingComponentException("PerVertexColor"); if(noiseBits>8) noiseBits = 8; if(noiseBits<1) return; @@ -355,6 +373,7 @@ Note: The faux bit is used to color polygonal faces uniformly */ static int PerVertexThresholding(MeshType &m, float threshold, Color4b c1 = Color4<unsigned char>::Black, Color4b c2 = Color4<unsigned char>::White, const bool ProcessSelected=false) { + if(!HasPerVertexColor(m)) throw MissingComponentException("PerVertexColor"); int counter=0; VertexIterator vi; for(vi=m.vert.begin();vi!=m.vert.end();++vi) //scan all the vertex... @@ -386,7 +405,8 @@ static float ComputeLightness(Color4b c) */ static int PerVertexBrightness(MeshType &m, float amount, const bool ProcessSelected=false) { - int counter=0; + if(!HasPerVertexColor(m)) throw MissingComponentException("PerVertexColor"); + int counter=0; VertexIterator vi; for(vi=m.vert.begin();vi!=m.vert.end();++vi) //scan all the vertex... { @@ -410,6 +430,7 @@ static int PerVertexBrightness(MeshType &m, float amount, const bool ProcessSele */ static int PerVertexContrast(MeshType &m, float factor, const bool ProcessSelected=false) { + if(!HasPerVertexColor(m)) throw MissingComponentException("PerVertexColor"); int counter=0; VertexIterator vi; for(vi=m.vert.begin();vi!=m.vert.end();++vi) //scan all the vertex... @@ -448,6 +469,7 @@ The formula used here is the one of GIMP. */ static int PerVertexBrightnessContrast(MeshType &m, float brightness, float contrast, const bool ProcessSelected=false) { + if(!HasPerVertexColor(m)) throw MissingComponentException("PerVertexColor"); int counter=0; VertexIterator vi; for(vi=m.vert.begin();vi!=m.vert.end();++vi) //scan all the vertex... @@ -486,6 +508,7 @@ static int ValueBrightnessContrast(unsigned char ivalue, float brightness, float */ static int PerVertexInvert(MeshType &m, const bool ProcessSelected=false) { + if(!HasPerVertexColor(m)) throw MissingComponentException("PerVertexColor"); int counter=0; for(VertexIterator vi=m.vert.begin(); vi!=m.vert.end(); ++vi) //scan all the vertex... { @@ -507,6 +530,7 @@ static int PerVertexInvert(MeshType &m, const bool ProcessSelected=false) */ static int PerVertexGamma(MeshType &m, float gamma, const bool ProcessSelected=false) { + if(!HasPerVertexColor(m)) throw MissingComponentException("PerVertexColor"); int counter=0; VertexIterator vi; @@ -552,6 +576,7 @@ out_min and out_max are the output level for black and white respectively. */ static int PerVertexLevels(MeshType &m, float gamma, float in_min, float in_max, float out_min, float out_max, unsigned char rgbMask, const bool ProcessSelected=false) { + if(!HasPerVertexColor(m)) throw MissingComponentException("PerVertexColor"); int counter=0; VertexIterator vi; for(vi=m.vert.begin();vi!=m.vert.end();++vi) //scan all the vertex... @@ -599,6 +624,7 @@ Colors the mesh. Color is blended to the mesh with the given intensity (0..1 ran */ static int PerVertexColourisation(MeshType &m, Color4b c, float intensity, const bool ProcessSelected=false) { + if(!HasPerVertexColor(m)) throw MissingComponentException("PerVertexColor"); int counter=0; VertexIterator vi; for(vi=m.vert.begin();vi!=m.vert.end();++vi) @@ -644,6 +670,7 @@ There are three possibilities */ static int PerVertexDesaturation(MeshType &m, int method, const bool ProcessSelected=false) { + if(!HasPerVertexColor(m)) throw MissingComponentException("PerVertexColor"); int counter=0; VertexIterator vi; for(vi=m.vert.begin();vi!=m.vert.end();++vi) //scan all the vertex... @@ -699,6 +726,7 @@ Equalize the histogram of colors. It can equalize any combination of rgb channel */ static int PerVertexEqualize(MeshType &m, unsigned int rgbMask, const bool ProcessSelected=false) { + if(!HasPerVertexColor(m)) throw MissingComponentException("PerVertexColor"); //declares , resets and set up 4 histograms, for Red, Green, Blue and Lightness Histogramf Hl, Hr, Hg, Hb; Hl.Clear(); Hr.Clear(); Hg.Clear(); Hb.Clear(); @@ -773,6 +801,7 @@ static int ValueEqualize(int cdfValue, int cdfMin, int cdfMax) */ static int PerVertexWhiteBalance(MeshType &m, Color4b userColor, const bool ProcessSelected=false) { + if(!HasPerVertexColor(m)) throw MissingComponentException("PerVertexColor"); Color4b unbalancedWhite= userColor; int counter=0; VertexIterator vi;