First Really Working version

This commit is contained in:
Paolo Cignoni 2005-10-14 13:26:57 +00:00
parent 9d764b3a8c
commit 84866a3b0d
1 changed files with 266 additions and 135 deletions

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#ifndef RECURSE_H
#define RECURSE_H
/****************************************************************************
* VCGLib o o *
* Visual and Computer Graphics Library o o *
* _ O _ *
* Copyright(C) 2004 \/)\/ *
* Visual Computing Lab /\/| *
* ISTI - Italian National Research Council | *
* \ *
* All rights reserved. *
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 of the License, or *
* (at your option) any later version. *
* *
* This program is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License (http://www.gnu.org/licenses/gpl.txt) *
* for more details. *
* *
****************************************************************************/
/****************************************************************************
History
$Log: not supported by cvs2svn $
Revision 1.2 2004/04/03 13:33:55 cignoni
Missing include
Revision 1.1 2004/03/29 08:36:26 cignoni
First working version!
****************************************************************************/
#ifndef __VCG_FACE_PLUS
#define __VCG_FACE_PLUS
#include <vcg/space/point3.h>
#include <vcg/space/tcoord2.h>
#include <vcg/space/color4.h>
#include <vcg/simplex/faceplus/component.h>
class Empty{};
namespace vcg {
/*------------------------------------------------------------------*/
template <class T> class EmptyCoord: public T {
public:
typedef vcg::Point3f CoordType;
CoordType &P() { static CoordType coord(0, 0, 0); return coord; }
};
template <class A, class T> class Coord: public T {
public:
typedef A CoordType;
CoordType &P() { return coord; }
private:
CoordType coord;
};
template <class T> class Coord3f: public Coord<vcg::Point3f, T> {};
template <class T> class Coord3d: public Coord<vcg::Point3d, T> {};
/*
The base class of all the recusive definition chain. It is just a container of the typenames of the various simplexes.
These typenames must be known form all the derived classes.
*/
/*------------------------------------------------------------------*/
template <class T> class EmptyNormal: public T {
public:
typedef vcg::Point3s NormalType;
NormalType &N() { static NormalType normal(0, 0, 0); return normal; }
};
template <class A, class T> class NormalX: public T {
public:
typedef A NormalType;
NormalType &N() { return norm; }
private:
NormalType norm;
};
template <class T> class Normal3s: public NormalX<vcg::Point3s, T> {};
template <class T> class Normal3f: public NormalX<vcg::Point3f, T> {};
template <class T> class Normal3d: public NormalX<vcg::Point3d, T> {};
/*------------------------------------------------------------------*/
template <class T> class EmptyColor: public T {
public:
typedef vcg::Point3s ColorType;
ColorType &C() { static ColorType color(0, 0, 0); return color; }
};
template <class A, class T> class Color: public T {
public:
typedef A ColorType;
ColorType &C() { return color; }
private:
ColorType color;
};
template <class T> class Color3c: public Color<vcg::Point3<char>, T> {};
/*------------------------------------------------------------------*/
template <class T> class EmptyVFAdj: public T {
public:
//typedef vcg::Point3s ColorType;
typename T::FacePointer &Fp() { static typename T::FacePointer fp=0; return fp; }
int &Zp(){static int z=0; return z;};
template <class BVT, class BET, class BFT, class BTT>
class FaceTypeHolder{
public:
typedef BVT VertexType;
typedef typename VertexType::CoordType CoordType;
typedef typename VertexType::ScalarType ScalarType;
typedef BET EdgeType;
typedef BFT FaceType;
typedef BTT TetraType;
typedef BVT *VertPointer;
typedef BET *EdgePointer;
typedef BFT *FacePointer;
typedef BTT *TetraPointer;
};
template <class T> class VFAdj: public T {
public:
//typedef A ColorType;
typename T::FacePointer &Fp() {return fp; }
typename T::FacePointer &Zp() {return Zp; }
private:
typename T::FacePointer fp ;
int zp ;
};
/* The base class form which we start to add our components.
it has the empty definition for all the standard members (coords, color flags)
Note:
in order to avoid both virtual classes and ambiguous definitions all
the subsequent overrides must be done in a sequence of derivation.
In other words we cannot derive and add in a single derivation step
(with multiple ancestor), both the real (non-empty) normal and color but
we have to build the type a step a time (deriving from a single ancestor at a time).
/*------------------------------------------------------------------*/
template <class BVT, typename BFT>
class FVEmpty{
public:
typedef BVT *VertPointer;
typedef BFT *FacePointer;
};
template <class BVT, typename BFT>
class Vertex: public EmptyVFAdj<EmptyColor<EmptyNormal<EmptyCoord<FVEmpty <BVT,BFT> > > > >{
public:
*/
template <class BVT, class BET=DumET, class BFT=DumFT, class BTT=DumTT>
class FaceBase: public face::EmptyVertexRef<
face::EmptyAdj<
face::EmptyColorQuality<
face::EmptyNormal<
face::EmptyFlag<
face::EmptyWedgeTexture<
FaceTypeHolder <BVT, BET, BFT, BTT> > > > > > >{
};
// Metaprogramming Core
template <class BVT, typename BFT,
template <typename> class A> class Vertex1: public A<Vertex<BVT,BFT> > {};
template <class BVT, class BET, class BFT,class BTT,
template <typename> class A>
class FaceArity1: public A<FaceBase<BVT,BET,BFT,BTT> > {};
template <class BVT, typename BFT,
template <typename> class A,
template <typename> class B> class Vertex2: public B<Vertex1<BVT,BFT, A> > {};
template <class BVT, class BET, typename BFT, class BTT,
template <typename> class A, template <typename> class B>
class FaceArity2: public B<FaceArity1<BVT,BET,BFT,BTT, A> > {};
template <class BVT, typename BFT,
template <typename> class A,
template <typename> class B,
template <typename> class C > class Vertex3: public C<Vertex2<BVT,BFT, A, B> > {};
template <class BVT, class BET, typename BFT,class BTT,
template <typename> class A, template <typename> class B,
template <typename> class C >
class FaceArity3: public C<FaceArity2<BVT,BET,BFT,BTT, A, B> > {};
template <class BVT, typename BFT,
template <typename> class A,
template <typename> class B,
template <typename> class C,
template <typename> class D > class Vertex4: public D<Vertex3<BVT,BFT, A, B, C> > {};
template <class BVT, class BET, typename BFT,class BTT,
template <typename> class A, template <typename> class B,
template <typename> class C, template <typename> class D>
class FaceArity4: public D<FaceArity3<BVT,BET,BFT,BTT, A, B, C> > {};
template <class BVT, class BET, typename BFT,class BTT,
template <typename> class A, template <typename> class B,
template <typename> class C, template <typename> class D,
template <typename> class E >
class FaceArity5: public E<FaceArity4<BVT,BET,BFT,BTT, A, B, C, D> > {};
template < typename T>
class Default : public T {};
template <class BVT, class BET, typename BFT,class BTT,
template <typename> class A, template <typename> class B,
template <typename> class C, template <typename> class D,
template <typename> class E, template <typename> class F >
class FaceArity6: public F<FaceArity5<BVT,BET,BFT,BTT, A, B, C, D, E> > {};
template <typename BVT, typename BFT,
template <typename> class A,
template <typename> class B = Default,
template <typename> class C = Default,
template <typename> class D = Default> class VertexK: public Default<Vertex4<BVT,BFT, A, B, C, D> > {};
/* The Real Big Face class;
The class __FaceArityMax__ is the one that is the Last to be derived,
and therefore is the only one to know the real members
(after the many overrides) so all the functions with common behaviour
using the members defined in the various Empty/nonEmpty component classes
MUST be defined here.
template < typename T=int>
class DefaultQ : public T {};
template <typename BVT, typename BFT,
template <typename> class A,
template <typename> class B = DefaultQ,
template <typename> class C = DefaultQ,
template <typename> class D = DefaultQ > class VertexQ: public Vertex4<BVT,BFT, A, B, C, D> {};
template <typename BVT, typename BFT,
template <typename> class A
> class VertexQ<BVT, BFT, A, DefaultQ, DefaultQ, DefaultQ>: public Vertex1<BVT,BFT, A> {};
template <typename BVT, typename BFT,
template <typename> class A,
template <typename> class B
> class VertexQ<BVT, BFT, A, B, DefaultQ, DefaultQ>: public Vertex2<BVT,BFT, A,B> {};
template <typename BVT, typename BFT,
template <typename> class A,
template <typename> class B,
template <typename> class C
> class VertexQ<BVT, BFT, A, B, C, DefaultQ>: public Vertex3<BVT,BFT, A,B,C> {};
//template <typename BFT,
// template <typename> class A,
// template <typename> class B = Default,
// template <typename> class C = Default,
// template <typename> class D = Default > class VertexZ: public Default<Vertex3< VertexZ, BFT, A, B, C> > {};
/* un vertice si definisce cosi':
Vertex2<Coord3f, Normal3f> myvertex;
I.e. IsD() that uses the overridden Flags() member must be defined here.
*/
template <class BVT, class BET, typename BFT,class BTT,
template <typename> class A, template <typename> class B,
template <typename> class C, template <typename> class D,
template <typename> class E, template <typename> class F,
template <typename> class G>
class FaceArityMax: public G<FaceArity6<BVT,BET,BFT,BTT, A, B, C, D, E, F> > {
// ----- Flags stuff -----
public:
enum {
// This bit indicate that the face is deleted from the mesh
DELETED = 0x00000001, // cancellato
// This bit indicate that the face of the mesh is not readable
NOTREAD = 0x00000002, // non leggibile (ma forse modificabile)
// This bit indicate that the face is not modifiable
NOTWRITE = 0x00000004, // non modificabile (ma forse leggibile)
// This bit indicate that the face is modified
SELECTED = 0x00000020, // Selection _flags
// Border _flags, it is assumed that BORDERi = BORDER0<<i
BORDER0 = 0x00000040,
BORDER1 = 0x00000080,
BORDER2 = 0x00000100,
// Face Orientation Flags, used efficiently compute point face distance
NORMX = 0x00000200,
NORMY = 0x00000400,
NORMZ = 0x00000800,
// Crease _flags, it is assumed that FEATUREi = FEATURE0<<i
FEATURE0 = 0x00008000,
FEATURE1 = 0x00010000,
FEATURE2 = 0x00020000,
// First user bit
USER0 = 0x00040000
};
inline int & UberFlags ()
{
return Flags();
}
inline const int UberFlags() const
{
return Flags();
}
/// checks if the Face is deleted
bool IsD() const {return (Flags() & DELETED) != 0;}
/// checks if the Face is readable
bool IsR() const {return (Flags() & NOTREAD) == 0;}
/// checks if the Face is modifiable
bool IsW() const {return (Flags() & NOTWRITE)== 0;}
/// This funcion checks whether the Face is both readable and modifiable
bool IsRW() const {return (Flags() & (NOTREAD | NOTWRITE)) == 0;}
/// checks if the Face is Modified
bool IsS() const {return (Flags() & SELECTED) != 0;}
/// checks if the Face is readable
bool IsB() const {return (Flags() & BORDER) != 0;}
/** Set the flag value
@param flagp Valore da inserire nel flag
*/
void SetFlags(int flagp) {Flags()=flagp;}
/** Set the flag value
@param flagp Valore da inserire nel flag
*/
void ClearFlags() {Flags()=0;}
/// deletes the Face from the mesh
void SetD() {Flags() |=DELETED;}
/// un-delete a Face
void ClearD() {Flags() &=(~DELETED);}
/// marks the Face as readable
void SetR() {Flags() &=(~NOTREAD);}
/// marks the Face as not readable
void ClearR() {Flags() |=NOTREAD;}
/// marks the Face as writable
void ClearW() {Flags() |=NOTWRITE;}
/// marks the Face as not writable
void SetW() {Flags() &=(~NOTWRITE);}
/// select the Face
void SetS() {Flags() |=SELECTED;}
/// Un-select a Face
/// This function checks if the face is selected
bool IsB(int i) const {return (Flags() & (BORDER0<<i)) != 0;}
/// This function select the face
void SetB(int i) {Flags() |=(BORDER0<<i);}
/// This funcion execute the inverse operation of SetS()
void ClearB(int i) {Flags() &= (~(BORDER0<<i));}
/// Return the first bit that is not still used
static int &LastBitFlag()
{
static int b =USER0;
return b;
}
/// allocate a bit among the flags that can be used by user.
static inline int NewUserBit()
{
LastBitFlag()=LastBitFlag()<<1;
return LastBitFlag();
}
// de-allocate a bit among the flags that can be used by user.
static inline bool DeleteUserBit(int bitval)
{
if(LastBitFlag()==bitval) {
LastBitFlag()= LastBitFlag()>>1;
return true;
}
assert(0);
return false;
}
/// This function checks if the given user bit is true
bool IsUserBit(int userBit){return (Flags() & userBit) != 0;}
/// This function set the given user bit
void SetUserBit(int userBit){Flags() |=userBit;}
/// This function clear the given user bit
void ClearUserBit(int userBit){Flags() &= (~userBit);}
};
template < typename T=int>
class FaceDefaultDeriver : public T {};
/*
These are the three main classes that are used by the library user to define its own Facees.
The user MUST specify the names of all the type involved in a generic complex.
so for example when defining a Face of a trimesh you must know the name of the type of the edge and of the face.
Typical usage example:
A Face with coords, flags and normal for use in a standard trimesh:
class MyFaceNf : public FaceSimp2< VertProto, EdgeProto, MyFaceNf, face::Flag, face::Normal3f > {};
A Face with coords, and normal for use in a tetrahedral mesh AND in a standard trimesh:
class TetraFace : public FaceSimp3< VertProto, EdgeProto, TetraFace, TetraProto, face::Coord3d, face::Normal3f > {};
*/
template <class BVT, class BET, class BFT, class BTT,
template <typename> class A = FaceDefaultDeriver, template <typename> class B = FaceDefaultDeriver,
template <typename> class C = FaceDefaultDeriver, template <typename> class D = FaceDefaultDeriver,
template <typename> class E = FaceDefaultDeriver, template <typename> class F = FaceDefaultDeriver,
template <typename> class G = FaceDefaultDeriver >
class FaceSimp3: public FaceArityMax<BVT,BET,BFT,BTT, A, B, C, D, E, F, G> {};
template <class BVT, class BET, class BFT,
template <typename> class A = FaceDefaultDeriver, template <typename> class B = FaceDefaultDeriver,
template <typename> class C = FaceDefaultDeriver, template <typename> class D = FaceDefaultDeriver,
template <typename> class E = FaceDefaultDeriver, template <typename> class F = FaceDefaultDeriver,
template <typename> class G = FaceDefaultDeriver >
class FaceSimp2: public FaceArityMax<BVT,BET,BFT,DumTT, A, B, C, D, E, F, G> {};
}// end namespace
#endif