First working version!
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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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Revision 1.2 2004/03/12 15:22:19 cignoni
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Written some documentation and added to the trimes doxygen module
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Revision 1.1 2004/03/05 10:59:24 cignoni
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Changed name from plural to singular (normals->normal)
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Revision 1.1 2004/03/04 00:05:50 cignoni
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First working version!
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Revision 1.1 2004/02/19 13:11:06 cignoni
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Initial commit
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****************************************************************************/
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#ifndef __VCG_TRI_UPDATE_BOUNDING
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#define __VCG_TRI_UPDATE_BOUNDING
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namespace vcg {
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namespace tri {
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/** \addtogroup trimesh */
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/*@{*/
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/// Management, updating and computation of per-vertex and per-face normals.
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/// This class is used to compute or update the normals that can be stored in the vertex or face component of a mesh.
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template <class ComputeMeshType>
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class UpdateBounding
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{
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public:
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typedef ComputeMeshType MeshType;
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typedef typename MeshType::VertexType VertexType;
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typedef typename MeshType::VertexPointer VertexPointer;
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typedef typename MeshType::VertexIterator VertexIterator;
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typedef typename MeshType::FaceType FaceType;
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typedef typename MeshType::FacePointer FacePointer;
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typedef typename MeshType::FaceIterator FaceIterator;
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/// Calculates the vertex normal (if stored in the current face type)
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static void Box(ComputeMeshType &m)
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{
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m.bbox.SetNull();
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VertexIterator vi;
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for(vi=m.vert.begin();vi!=m.vert.end();++vi)
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if( !(*vi).IsD() ) m.bbox.Add((*vi).P());
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}
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}; // end class
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} // End namespace
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} // End namespace
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#endif
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#ifndef __VCGLIB_FACE_FNVA_TYPE
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#define __VCGLIB_FACE_FNVA_TYPE
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#define FACE_TYPE FaceFNVA
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#define __VCGLIB_FACE_FN
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#define __VCGLIB_FACE_VA
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#include <vcg/simplex/face/base.h>
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#undef FACE_TYPE
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#undef __VCGLIB_FACE_FN
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#undef __VCGLIB_FACE_VA
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#endif
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#ifndef __VCGLIB_FACE_VA_TYPE
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#define __VCGLIB_FACE_VA_TYPE
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#define FACE_TYPE FaceVA
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#define __VCGLIB_FACE_VA
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#include <vcg/simplex/face/base.h>
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#undef FACE_TYPE
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#undef __VCGLIB_FACE_VA
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#endif
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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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****************************************************************************/
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#ifndef VCG_GL_SPACE_H
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#define VCG_GL_SPACE_H
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#include <vcg/space/point2.h>
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#include <vcg/space/point3.h>
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#ifdef WIN32
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#include <windows.h>
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#endif
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#include <GL/GL.h>
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namespace vcg {
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inline void glVertex(Point2<int> const & p) { glVertex2iv(p.V());}
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inline void glVertex(Point2<short> const & p) { glVertex2sv(p.V());}
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inline void glVertex(Point2<float> const & p) { glVertex2fv(p.V());}
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inline void glVertex(Point2<double> const & p){ glVertex2dv(p.V());}
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inline void glTexCoord(Point2<int> const & p) { glTexCoord2iv(p.V());}
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inline void glTexCoord(Point2<short> const & p) { glTexCoord2sv(p.V());}
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inline void glTexCoord(Point2<float> const & p) { glTexCoord2fv(p.V());}
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inline void glTexCoord(Point2<double> const & p){ glTexCoord2dv(p.V());}
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inline void glTranslate(Point2<float> const & p) { glTranslatef(p.X(),p.Y(),0);}
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inline void glTranslate(Point2<double> const & p){ glTranslated(p.X(),p.Y(),0);}
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inline void glScale(Point2<float> const & p) { glScalef(p.X(),p.Y(),0);}
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inline void glScale(Point2<double> const & p){ glScaled(p.X(),p.Y(),0);}
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inline void glVertex(Point3<int> const & p) { glVertex3iv(p.V());}
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inline void glVertex(Point3<short> const & p) { glVertex3sv(p.V());}
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inline void glVertex(Point3<float> const & p) { glVertex3fv(p.V());}
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inline void glVertex(Point3<double> const & p){ glVertex3dv(p.V());}
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inline void glNormal(Point3<int> const & p) { glNormal3iv(p.V());}
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inline void glNormal(Point3<short> const & p) { glNormal3sv(p.V());}
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inline void glNormal(Point3<float> const & p) { glNormal3fv(p.V());}
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inline void glNormal(Point3<double> const & p){ glNormal3dv(p.V());}
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inline void glTexCoord(Point3<int> const & p) { glTexCoord3iv(p.V());}
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inline void glTexCoord(Point3<short> const & p) { glTexCoord3sv(p.V());}
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inline void glTexCoord(Point3<float> const & p) { glTexCoord3fv(p.V());}
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inline void glTexCoord(Point3<double> const & p){ glTexCoord3dv(p.V());}
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inline void glTranslate(Point3<float> const & p) { glTranslatef(p.X(),p.Y(),p.Z());}
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inline void glTranslate(Point3<double> const & p){ glTranslated(p.X(),p.Y(),p.Z());}
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inline void glScale(Point3<float> const & p) { glScalef(p.X(),p.Y(),p.Z());}
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inline void glScale(Point3<double> const & p){ glScaled(p.X(),p.Y(),p.Z());}
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}//namespace
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#endif
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