[Polygon modification]
Added components to the face to handle generic polygons. (compiled with .net and gcc) This commit includes the following files: vcg/complex/trimesh/base.h Added deallocation of polygon data in the destructor vcg/complex/trimesh/allocate.h generalization from 3 to VN() vertices vcg/complex/trimesh/update/topology.h generalization from 3 to VN() vertices vcg/complex/trimesh/update/flags.h generalization from 3 to VN() vertices vcg/simplex/face/pos.h generalization from 3 to VN() vertices vcg/simplex/faceplus/base.h Added the method VN() to query the number of vertices of the polygon (deafult 3) and methods Prev and Next vcg/simplex/faceplus/component.h added Alloc and Dealloc calls along the hierarchies
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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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#ifndef __VCG_POLYGON_COMPONENT
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#define __VCG_POLYGON_COMPONENT
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//#include <vector>
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//#include <vcg/space/triangle3.h>
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//#include <vcg/space/texcoord2.h>
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//#include <vcg/space/color4.h>
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namespace vcg {
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namespace face {
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/*
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Some naming Rules
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All the Components that can be added to a vertex should be defined in the namespace vert:
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*/
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/*-------------------------- PolInfo -------------------------------------------*/
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template <class T> class EmptyPolyInfo: public T {
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protected:
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inline void SetVN(const int & n) {assert(0);}
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public:
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/* Note: the destructor will not be called in general because there are no virtual destructors.
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Instead, the job of deallocating the memory will be done bu the edge allocator.
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This destructor is only done for those who istance a face alone (outside a mesh)
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*/
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static bool HasPolyInfo() { return false; }
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inline void Alloc(const int & ns){T::Alloc(ns);};// it should be useless
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inline void Dealloc(){T::Dealloc();};// it should be useless
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};
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template <class T> class PolyInfo: public T {
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protected:
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inline void SetVN(const int & n) {_ns = n;}
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public:
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PolyInfo(){ _ns = -1; }
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/* Note: the destructor will not be called in general because there are no virtual destructors.
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Instead, the job of deallocating the memory will be done bu the face allocator.
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This destructor is only done for those who istance a face alone (outside a mesh)
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*/
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static bool HasPolyInfo() { return true; }
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inline const int & VN() const { return _ns;}
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inline void Alloc(const int & ns){};
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inline void Dealloc(){};
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private:
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int _ns;
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};
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/*-------------------------- VERTEX ----------------------------------------*/
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template <class T> class PEmptyFVAdj: public T {
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public:
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typedef typename T::VertexType VertexType;
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// typedef typename T::CoordType CoordType;
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inline typename T::VertexType * & V( const int j ) { assert(0); static typename T::VertexType *vp=0; return vp; }
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inline typename T::VertexType * const & V( const int j ) const { assert(0); static typename T::VertexType *vp=0; return vp; }
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inline typename T::VertexType * const cV( const int j ) const { assert(0); static typename T::VertexType *vp=0; return vp; }
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inline typename T::CoordType & P( const int j ) { assert(0); static typename T::CoordType coord(0, 0, 0); return coord; }
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inline const typename T::CoordType & P( const int j ) const { assert(0); static typename T::CoordType coord(0, 0, 0); return coord; }
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inline const typename T::CoordType &cP( const int j ) const { assert(0); static typename T::CoordType coord(0, 0, 0); return coord; }
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template <class LeftF>
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void ImportLocal(const LeftF & leftF) {T::ImportLocal(leftF);}
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static bool HasFVAdjN() { return false; }
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static void Name(std::vector<std::string> & name){T::Name(name);}
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inline void Alloc(const int & ns){T::Alloc();};
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inline void Dealloc(){T::Dealloc();}
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};
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template <class T> class PFVAdj: public T {
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public:
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PFVAdj(){_vpoly = NULL;}
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inline typename T::VertexType * & V( const int j ) { assert(j>=0 && j<this->VN()); return _vpoly[j]; }
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inline typename T::VertexType * const & V( const int j ) const { assert(j>=0 && j<this->VN()); return _vpoly[j]; }
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inline typename T::VertexType * const cV( const int j ) const { assert(j>=0 && j<this->VN()); return _vpoly[j]; }
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/** Return the pointer to the ((j+1)%3)-th vertex of the face.
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@param j Index of the face vertex.
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*/
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inline typename T::VertexType * & V0( const int j ) { return V(j);}
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inline typename T::VertexType * & V1( const int j ) { return V((j+1)%this->VN());}
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inline typename T::VertexType * & V2( const int j ) { return V((j+2)%this->VN());}
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inline const typename T::VertexType * const & V0( const int j ) const { return V(j);}
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inline const typename T::VertexType * const & V1( const int j ) const { return V((j+1)%this->VN());}
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inline const typename T::VertexType * const & V2( const int j ) const { return V((j+2)%this->VN());}
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inline const typename T::VertexType * const & cV0( const int j ) const { return cV(j);}
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inline const typename T::VertexType * const & cV1( const int j ) const { return cV((j+1)%this->VN());}
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inline const typename T::VertexType * const & cV2( const int j ) const { return cV((j+2)%this->VN());}
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// Shortcut per accedere ai punti delle facce
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inline typename T::CoordType & P( const int j ) { assert(j>=0 && j<this->VN()); return _vpoly[j]->P(); }
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inline const typename T::CoordType & P( const int j ) const { assert(j>=0 && j<this->VN()); return _vpoly[j]->cP(); }
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inline const typename T::CoordType &cP( const int j ) const { assert(j>=0 && j<this->VN()); return _vpoly[j]->cP(); }
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/// Shortcut per accedere ai punti delle facce
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inline typename T::CoordType & P0( const int j ) { return V(j)->P();}
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inline typename T::CoordType & P1( const int j ) { return V((j+1)%this->VN())->P();}
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inline typename T::CoordType & P2( const int j ) { return V((j+2)%this->VN())->P();}
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inline const typename T::CoordType & P0( const int j ) const { return V(j)->P();}
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inline const typename T::CoordType & P1( const int j ) const { return V((j+1)%this->VN())->P();}
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inline const typename T::CoordType & P2( const int j ) const { return V((j+2)%this->VN())->P();}
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inline const typename T::CoordType & cP0( const int j ) const { return cV(j)->P();}
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inline const typename T::CoordType & cP1( const int j ) const { return cV((j+1)%this->VN())->P();}
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inline const typename T::CoordType & cP2( const int j ) const { return cV((j+2)%this->VN())->P();}
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template <class LeftF>
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void ImportLocal(const LeftF & leftF){ for(int i =0; i < this->VN(); ++i) V(i) = NULL; T::ImportLocal(leftF);}
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inline void Alloc(const int & ns) {
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if(_vpoly == NULL){this->SetVN(ns);
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_vpoly = new typename T::VertexType*[this->VN()];
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for(int i = 0; i < this->VN(); ++i) _vpoly[i] = 0;
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T::Alloc(ns);}
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}
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inline void Dealloc() { if(_vpoly!=NULL){
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delete [] _vpoly;
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_vpoly = NULL;
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}
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T::Dealloc();
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}
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static bool HasFVAdj() { return true; }
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static void Name(std::vector<std::string> & name){name.push_back(std::string("PFVAdj"));T::Name(name);}
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private:
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typename T::VertPointer *_vpoly;
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};
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/*----------------------------- PVFADJ ------------------------------*/
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template <class T> class EmptyPVFAdj: public T {
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public:
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typedef typename T::VertexType VertexType;
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typedef int VFAdjType;
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typename T::FacePointer &VFp(const int) { static typename T::FacePointer fp=0; assert(0); return fp; }
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typename T::FacePointer const cVFp(const int) const { static typename T::FacePointer const fp=0; return fp; }
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typename T::FacePointer &FFp(const int) { static typename T::FacePointer fp=0; assert(0); return fp; }
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typename T::FacePointer const cFFp(const int) const { static typename T::FacePointer const fp=0; return fp; }
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char &VFi(const int j){static char z=0; assert(0); return z;};
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char &FFi(const int j){static char z=0; assert(0); return z;};
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const char &cVFi(const int j){static char z=0; return z;};
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const char &cFFi(const int j){static char z=0; return z;};
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template <class LeftF>
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void ImportLocal(const LeftF & leftF){ T::ImportLocal(leftF);}
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void Alloc(const int & ns){T::Alloc(ns);}
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void Dealloc(){T::Dealloc();}
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static bool HasVFAdjacency() { return false; }
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static bool HasFFAdjacency() { return false; }
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static bool HasFFAdjacencyOcc() { return false; }
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static bool HasVFAdjacencyOcc() { return false; }
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static void Name(std::vector<std::string> & name){T::Name(name);}
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};
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template <class T> class PVFAdj: public T {
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public:
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PVFAdj(){_vfiP = NULL; _vfiP = NULL;}
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/* Note: the destructor will not be called in general because there are no virtual destructors.
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Instead, the job of deallocating the memory will be done bu the edge allocator.
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This destructor is only done for those who istance a face alone (outside a mesh)
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*/
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typedef typename T::VertexType VertexType;
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typedef typename T::FaceType FaceType;
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typename T::FacePointer &VFp(const int j) { assert(j>=0 && j<this->VN()); return _vfpP[j]; }
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typename T::FacePointer const VFp(const int j) const { assert(j>=0 && j<this->VN()); return _vfpP[j]; }
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typename T::FacePointer const cVFp(const int j) const { assert(j>=0 && j<this->VN()); return _vfpP[j]; }
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char &VFi(const int j) {return _vfiP[j]; }
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template <class LeftF>
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void ImportLocal(const LeftF & leftF){T::ImportLocal(leftF);}
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inline void Alloc(const int & ns) {
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if(_vfpP == NULL){
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this->SetVN(ns);
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_vfpP = new FaceType*[this->VN()];
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_vfiP = new char[this->VN()];
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for(int i = 0; i < this->VN(); ++i) {_vfpP[i] = 0;_vfiP = -1;}
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T::Alloc(ns);
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}
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}
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inline void Dealloc() { if(_vfpP!=NULL){
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delete [] _vfpP;
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delete [] _vfpP;
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}
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T::Dealloc();
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}
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static bool HasVFAdjacency() { return true; }
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static bool HasVFAdjacencyOcc() { return false; }
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static void Name(std::vector<std::string> & name){name.push_back(std::string("PVFAdj"));T::Name(name);}
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private:
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typename T::FacePointer *_vfpP ;
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char *_vfiP ;
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};
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/*----------------------------- FFADJ ------------------------------*/
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template <class T> class PFFAdj: public T {
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public:
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typedef typename T::FaceType FaceType;
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PFFAdj(){_ffpP = NULL; _ffiP = NULL; }
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typename T::FacePointer &FFp(const int j) { assert(j>=0 && j<this->VN()); return _ffpP[j]; }
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typename T::FacePointer const FFp(const int j) const { assert(j>=0 && j<this->VN()); return _ffpP[j]; }
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typename T::FacePointer const cFFp(const int j) const { assert(j>=0 && j<this->VN()); return _ffpP[j]; }
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char &FFi(const int j) { return _ffiP[j]; }
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const char &cFFi(const int j) const { return _ffiP[j]; }
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template <class LeftF>
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void ImportLocal(const LeftF & leftF){T::ImportLocal(leftF);}
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inline void Alloc(const int & ns) {
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if( _ffpP == NULL){
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this->SetNV(ns);
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_ffpP = new FaceType*[this->VN()];
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_ffiP = new char[this->VN()];
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for(int i = 0; i < this->VN(); ++i) {_ffpP[i] = 0;_ffiP[i] = 0;}
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T::Alloc(ns); }
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}
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inline void Dealloc() { if(_ffpP!=NULL){
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delete [] _ffpP;
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delete [] _ffiP;
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}
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T::Dealloc();
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}
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static bool HasFFAdjacency() { return true; }
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static bool HasFFAdjacencyOcc() { return false; }
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static void Name(std::vector<std::string> & name){name.push_back(std::string("PFFAdj"));T::Name(name);}
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//private:
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typename T::FacePointer *_ffpP ;
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char *_ffiP ;
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};
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} // end namespace vert
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}// end namespace vcg
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#endif
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