Removed using namespace vcg from samples

This commit is contained in:
Paolo Cignoni 2012-10-15 14:09:24 +00:00
parent 036aeae1c9
commit bebfa3eb8b
4 changed files with 32 additions and 42 deletions

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@ -31,7 +31,6 @@ Attributes are a simple mechanism to associate user-defined 'attributes' to the
*/ */
#include<vcg/complex/complex.h> #include<vcg/complex/complex.h>
using namespace vcg;
class MyEdge; class MyEdge;
class MyFace; class MyFace;
class MyVertex; class MyVertex;
@ -41,22 +40,22 @@ struct MyUsedTypes : public UsedTypes< Use<MyVertex> ::AsVertexType,
class MyVertex : public Vertex< MyUsedTypes, vertex::Coord3f,vertex::Normal3f>{}; class MyVertex : public Vertex< MyUsedTypes, vertex::Coord3f,vertex::Normal3f>{};
class MyFace : public Face< MyUsedTypes, face::VertexRef, face::Normal3f> {}; class MyFace : public Face< MyUsedTypes, face::VertexRef, face::Normal3f> {};
class MyMesh : public tri::TriMesh< std::vector<MyVertex>, std::vector<MyFace> > {}; class MyMesh : public vcg::tri::TriMesh< std::vector<MyVertex>, std::vector<MyFace> > {};
int main() int main()
{ {
MyMesh m; MyMesh m;
// add a per-vertex attribute with type float named "Irradiance" // add a per-vertex attribute with type float named "Irradiance"
MyMesh::PerVertexAttributeHandle<float> named_hv = tri::Allocator<MyMesh>::AddPerVertexAttribute<float> (m,std::string("Irradiance")); MyMesh::PerVertexAttributeHandle<float> named_hv = vcg::tri::Allocator<MyMesh>::AddPerVertexAttribute<float> (m,std::string("Irradiance"));
// add a per-vertex attribute with type float named "Radiosity" // add a per-vertex attribute with type float named "Radiosity"
tri::Allocator<MyMesh>::AddPerVertexAttribute<float> (m,std::string("Radiosity")); vcg::tri::Allocator<MyMesh>::AddPerVertexAttribute<float> (m,std::string("Radiosity"));
// add a per-vertex attribute with type bool and no name specified // add a per-vertex attribute with type bool and no name specified
MyMesh::PerVertexAttributeHandle<bool> anon_hv = tri::Allocator<MyMesh>::AddPerVertexAttribute<bool> (m); MyMesh::PerVertexAttributeHandle<bool> anon_hv = vcg::tri::Allocator<MyMesh>::AddPerVertexAttribute<bool> (m);
// add a per-face attribute with type bool and no name specified // add a per-face attribute with type bool and no name specified
MyMesh::PerFaceAttributeHandle<bool> anon_hf = tri::Allocator<MyMesh>::AddPerFaceAttribute<bool> (m); MyMesh::PerFaceAttributeHandle<bool> anon_hf = vcg::tri::Allocator<MyMesh>::AddPerFaceAttribute<bool> (m);
MyMesh::VertexIterator vi; int i = 0; MyMesh::VertexIterator vi; int i = 0;
for(vi = m.vert.begin(); vi != m.vert.end(); ++vi,++i){ for(vi = m.vert.begin(); vi != m.vert.end(); ++vi,++i){
@ -67,30 +66,30 @@ int main()
} }
// query if an attribute is present or not // query if an attribute is present or not
bool hasRadiosity = tri::HasPerVertexAttribute(m,"Radiosity"); bool hasRadiosity = vcg::tri::HasPerVertexAttribute(m,"Radiosity");
// obtain another handle of a previously attribute // obtain another handle of a previously attribute
MyMesh::PerVertexAttributeHandle<float> ret_hv = tri::Allocator<MyMesh>::GetPerVertexAttribute<float>(m,"Radiosity"); MyMesh::PerVertexAttributeHandle<float> ret_hv = vcg::tri::Allocator<MyMesh>::GetPerVertexAttribute<float>(m,"Radiosity");
// you can also have PerMesh attributes // you can also have PerMesh attributes
MyMesh::PerMeshAttributeHandle<int> hm = tri::Allocator<MyMesh>::AddPerMeshAttribute<int> (m,std::string("ADummyIntegerAttribute")); MyMesh::PerMeshAttributeHandle<int> hm = vcg::tri::Allocator<MyMesh>::AddPerMeshAttribute<int> (m,std::string("ADummyIntegerAttribute"));
// PerMesh attributes are accessed directly using the handle itself // PerMesh attributes are accessed directly using the handle itself
hm() = 10; hm() = 10;
// delete an attribute by name // delete an attribute by name
tri::Allocator<MyMesh>::DeletePerVertexAttribute(m,"Radiosity"); vcg::tri::Allocator<MyMesh>::DeletePerVertexAttribute(m,"Radiosity");
// delete an attribute by handle // delete an attribute by handle
tri::Allocator<MyMesh>::DeletePerVertexAttribute(m,anon_hv); vcg::tri::Allocator<MyMesh>::DeletePerVertexAttribute(m,anon_hv);
bool res; bool res;
res = tri::Allocator<MyMesh>::IsValidHandle(m,named_hv); printf("Is Valid: %s\n",res?"Yes":"No"); res = vcg::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 = vcg::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"); res = vcg::tri::Allocator<MyMesh>::IsValidHandle(m,hm); printf("Is Valid: %s\n",res?"Yes":"No");
tri::Allocator<MyMesh>::DeletePerVertexAttribute(m,ret_hv); vcg::tri::Allocator<MyMesh>::DeletePerVertexAttribute(m,ret_hv);
tri::Allocator<MyMesh>::DeletePerFaceAttribute(m,anon_hf); vcg::tri::Allocator<MyMesh>::DeletePerFaceAttribute(m,anon_hf);
res = tri::Allocator<MyMesh>::IsValidHandle(m,named_hv); printf("Is Valid: %s\n",res?"Yes":"No"); res = vcg::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 = vcg::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"); res = vcg::tri::Allocator<MyMesh>::IsValidHandle(m,hm); printf("Is Valid: %s\n",res?"Yes":"No");
} }

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@ -40,8 +40,6 @@ This file contain a minimal example of the library
// normals // normals
#include<vcg/complex/algorithms/update/normal.h> #include<vcg/complex/algorithms/update/normal.h>
using namespace vcg;
using namespace std;
class MyEdge; class MyEdge;
class MyFace; class MyFace;
@ -53,7 +51,7 @@ struct MyUsedTypes : public UsedTypes< Use<MyVertex> ::AsVertexType,
class MyVertex : public Vertex<MyUsedTypes, vertex::Coord3f, vertex::Normal3f, vertex::BitFlags >{}; class MyVertex : public Vertex<MyUsedTypes, vertex::Coord3f, vertex::Normal3f, vertex::BitFlags >{};
class MyFace : public Face< MyUsedTypes, face::FFAdj, face::VertexRef, face::BitFlags > {}; class MyFace : public Face< MyUsedTypes, face::FFAdj, face::VertexRef, face::BitFlags > {};
class MyEdge : public Edge<MyUsedTypes>{}; class MyEdge : public Edge<MyUsedTypes>{};
class MyMesh : public tri::TriMesh< vector<MyVertex>, vector<MyFace> , vector<MyEdge> > {}; class MyMesh : public vcg::tri::TriMesh< std::vector<MyVertex>, std::vector<MyFace> , std::vector<MyEdge> > {};
int main( int argc, char **argv ) int main( int argc, char **argv )
{ {
@ -71,7 +69,7 @@ int main( int argc, char **argv )
exit(0); exit(0);
} }
tri::UpdateNormal<MyMesh>::PerVertexNormalized(m); vcg::tri::UpdateNormal<MyMesh>::PerVertexNormalized(m);
printf("Input mesh vn:%i fn:%i\n",m.VN(),m.FN()); printf("Input mesh vn:%i fn:%i\n",m.VN(),m.FN());
printf( "Mesh has %i vert and %i faces\n", m.VN(), m.FN() ); printf( "Mesh has %i vert and %i faces\n", m.VN(), m.FN() );

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@ -32,18 +32,14 @@
#include <wrap/io_trimesh/import_ply.h> #include <wrap/io_trimesh/import_ply.h>
#include <wrap/io_trimesh/export_ply.h> #include <wrap/io_trimesh/export_ply.h>
using namespace vcg;
using namespace std;
class MyFace; class MyFace;
class MyVertex; class MyVertex;
struct MyUsedTypes : public UsedTypes< Use<MyVertex> ::AsVertexType, struct MyUsedTypes : public UsedTypes< Use<MyVertex>::AsVertexType, Use<MyFace>::AsFaceType>{};
Use<MyFace> ::AsFaceType>{};
class MyVertex : public Vertex< MyUsedTypes, vertex::Coord3f, vertex::Normal3f, vertex::BitFlags >{}; class MyVertex : public Vertex< MyUsedTypes, vertex::Coord3f, vertex::Normal3f, vertex::BitFlags >{};
class MyFace : public Face < MyUsedTypes, face::VertexRef, face::Normal3f, face::BitFlags > {}; class MyFace : public Face < MyUsedTypes, face::VertexRef, face::Normal3f, face::BitFlags > {};
class MyMesh : public vcg::tri::TriMesh< vector<MyVertex>, vector<MyFace> > {}; class MyMesh : public vcg::tri::TriMesh< std::vector<MyVertex>, std::vector<MyFace> > {};
int main(int argc, char **argv) int main(int argc, char **argv)
{ {

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@ -28,9 +28,6 @@
#include<vcg/complex/algorithms/update/curvature.h> #include<vcg/complex/algorithms/update/curvature.h>
#include<vcg/complex/algorithms/update/normal.h> #include<vcg/complex/algorithms/update/normal.h>
using namespace vcg;
using namespace std;
class MyEdge; class MyEdge;
class MyFace; class MyFace;
class MyVertex; class MyVertex;
@ -41,22 +38,22 @@ struct MyUsedTypes : public UsedTypes< Use<MyVertex> ::AsVertexType,
class MyVertex : public Vertex<MyUsedTypes, vertex::Coord3f, vertex::Normal3f, vertex::BitFlags >{}; class MyVertex : public Vertex<MyUsedTypes, vertex::Coord3f, vertex::Normal3f, vertex::BitFlags >{};
class MyFace : public Face< MyUsedTypes, face::FFAdj, face::VertexRef, face::BitFlags > {}; class MyFace : public Face< MyUsedTypes, face::FFAdj, face::VertexRef, face::BitFlags > {};
class MyEdge : public Edge<MyUsedTypes>{}; class MyEdge : public Edge<MyUsedTypes>{};
class MyMesh : public tri::TriMesh< vector<MyVertex>, vector<MyFace> , vector<MyEdge> > {}; class MyMesh : public vcg::tri::TriMesh< std::vector<MyVertex>, std::vector<MyFace> , std::vector<MyEdge> > {};
int main( int argc, char **argv ) int main( int argc, char **argv )
{ {
MyMesh m; MyMesh m;
tri::Torus(m,30,10); vcg::tri::Torus(m,30,10);
tri::io::ExporterOFF<MyMesh>::Save(m,"torus.off"); vcg::tri::io::ExporterOFF<MyMesh>::Save(m,"torus.off");
tri::UpdateTopology<MyMesh>::FaceFace(m); vcg::tri::UpdateTopology<MyMesh>::FaceFace(m);
tri::UpdateCurvature<MyMesh>::PerVertex(m); vcg::tri::UpdateCurvature<MyMesh>::PerVertex(m);
// tri::UpdateCurvature<MyMesh>::MeanAndGaussian(m); vcg::tri::UpdateCurvature<MyMesh>::MeanAndGaussian(m);
// tri::UpdateCurvature<MyMesh>::PrincipalDirections(m); vcg::tri::UpdateCurvature<MyMesh>::PrincipalDirections(m);
tri::UpdateCurvature<MyMesh>::PrincipalDirectionsNormalCycle(m); vcg::tri::UpdateCurvature<MyMesh>::PrincipalDirectionsNormalCycle(m);
// tri::UpdateCurvature<MyMesh>::PrincipalDirectionsPCA(m,m.bbox.Diag()/100); vcg::tri::UpdateCurvature<MyMesh>::PrincipalDirectionsPCA(m,m.bbox.Diag()/100);
tri::UpdateNormal<MyMesh>::PerVertexNormalized(m); vcg::tri::UpdateNormal<MyMesh>::PerVertexNormalized(m);
printf("Input mesh vn:%i fn:%i\n",m.VN(),m.FN()); printf("Input mesh vn:%i fn:%i\n",m.VN(),m.FN());
printf( "Mesh has %i vert and %i faces\n", m.VN(), m.FN() ); printf( "Mesh has %i vert and %i faces\n", m.VN(), m.FN() );