Edited Comments and GPL license

This commit is contained in:
Paolo Cignoni 2004-02-10 01:11:28 +00:00
parent dd6fcedec8
commit c6f15ed3ad
3 changed files with 595 additions and 36 deletions

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vcg/space/color4.h Normal file
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/****************************************************************************
* 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 $
****************************************************************************/
#ifndef __VCGLIB_COLOR4
#define __VCGLIB_COLOR4
#include <vcg/space/point4.h>
namespace vcg {
template <class T>
class Color4 : public Point4<T>
{
public:
/// Constant for storing standard colors.
/// Each color is stored in a simple in so that the bit pattern match with the one of Color4b.
enum ColorConstant {
Black =0xff000000,
Gray =0xff808080,
White =0xffffffff,
Red =0xff0000ff,
Green =0xff00ff00,
Blue =0xffff0000,
Cyan =0xffffff00,
Yellow =0xff00ffff,
Magenta=0xffff00ff,
LightGray =0xffc0c0c0,
LightRed =0xff8080ff,
LightGreen =0xff80ff80,
LightBlue =0xffff8080,
DarkGray =0xff404040,
DarkRed =0xff000040,
DarkGreen =0xff004000,
DarkBlue =0xff400000,
};
inline Color4 ( const T nx, const T ny, const T nz , const T nw ) :Point4<T>(nx,ny,nz,nw) {};
inline Color4 ( Color4 &c) :Point4<T>(c) {};
inline Color4 (){};
inline Color4 (ColorConstant cc);
template <class Q>
inline void Import(const Color4<Q> & b )
{
_v[0] = T(b[0]);
_v[1] = T(b[1]);
_v[2] = T(b[2]);
_v[3] = T(b[3]);
}
inline void Import(const Color4<float> &b);
inline void Import(const Color4<unsigned char> &b);
inline void lerp(const Color4 &c0, const Color4 &c1, const float x);
inline void lerp(const Color4 &c0, const Color4 &c1, const Color4 &c2, const Point3f &ip);
inline void ColorRamp(const float &minf,const float &maxf ,float v );
inline void SetRGB( unsigned char r, unsigned char g, unsigned char b )
{
_v[0] = r;
_v[1] = g;
_v[2] = b;
_v[3] = 0;
}
void SetHSVColor( float h, float s, float v){
float r,g,b;
if(s==0.0){ // gray color
r = g = b = v;
_v[0]=(unsigned char)(255*r);_v[1]=(unsigned char)(255*g);_v[2]=(unsigned char)(255*b);
_v[3]=255;
return;
}
if(h==1.0) h = 0.0;
int i = int( floor(h*6.0) );
float f = float(h*6.0f - floor(h*6.0f));
float p = v*(1.0f-s);
float q = v*(1.0f-s*f);
float t = v*(1.0f-s*(1.0f-f));
switch(i){
case 0: r=v; g=t; b=p; break;
case 1: r=q; g=v; b=p; break;
case 2: r=p; g=v; b=t; break;
case 3: r=p; g=q; b=v; break;
case 4: r=t; g=p; b=v; break;
case 5: r=v; g=p; b=q; break;
}
_v[0]=(unsigned char)(255*r);_v[1]=(unsigned char)(255*g);_v[2]=(unsigned char)(255*b);
_v[3]=255;
// _v[0]=r*256;_v[1]=g*256;_v[2]=b*256;
}
inline static Color4 GrayShade(float f)
{
return ColorF(f,f,f,1);
}
inline void SetGrayShade(float f)
{
*this = ColorF(f,f,f,1);
}
// Given an integer returns a well ordering of colors
// so that every color differs as much as possible form the previous one
// params:
// n is the maximum expected value (max of the range)
// v is the requested position
inline static Color4 Scatter(int n, int a,float Sat=.3f,float Val=.9f)
{
int b, k, m=n;
int r =n;
for (b=0, k=1; k<n; k<<=1)
if (a<<1>=m) {
if (b==0) r = k;
b += k;
a -= (m+1)>>1;
m >>= 1;
}
else m = (m+1)>>1;
if (r>n-b) r = n-b;
//TRACE("Scatter range 0..%i, in %i out %i\n",n,a,b);
Color4 rc;
rc.SetHSVColor(float(b)/float(n),Sat,Val);
return rc;
}
};
template <class T>
inline void Color4<T>::lerp(const Color4<T> &c0, const Color4<T> &c1, const float x)
{
assert(x>=0);
assert(x<=1);
_v[0]=(T)(c1._v[0]*x + c0._v[0]*(1.0f-x));
_v[1]=(T)(c1._v[1]*x + c0._v[1]*(1.0f-x));
_v[2]=(T)(c1._v[2]*x + c0._v[2]*(1.0f-x));
_v[3]=(T)(c1._v[3]*x + c0._v[3]*(1.0f-x));
}
template <class T>
inline void Color4<T>::lerp(const Color4<T> &c0, const Color4<T> &c1, const Color4<T> &c2, const Point3f &ip)
{
assert(fabs(ip[0]+ip[1]+ip[2]-1)<0.00001);
c[0]=(T)(c0.c[0]*ip[0] + c1.c[0]*ip[1]+ c2.c[0]*ip[2]);
c[1]=(T)(c0.c[1]*ip[0] + c1.c[1]*ip[1]+ c2.c[1]*ip[2]);
c[2]=(T)(c0.c[2]*ip[0] + c1.c[2]*ip[1]+ c2.c[2]*ip[2]);
c[3]=(T)(c0.c[3]*ip[0] + c1.c[3]*ip[1]+ c2.c[3]*ip[2]);
}
template <class T>
inline void Color4<T>::ColorRamp(const float &minf,const float &maxf ,float v )
{
if(v < minf ) { *this=Color4(Color4::Red); return; }
float step=(maxf-minf)/4;
v-=minf;
if(v<step) {lerp(Color4(Color4::Red), Color4(Color4::Yellow),v/step); return;}
v-=step;
if(v<step) {lerp(Color4(Color4::Yellow),Color4(Color4::Green),v/step);return;}
v-=step;
if(v<step) {lerp(Color4(Color4::Green),Color4(Color4::Cyan),v/step); return;}
v-=step;
if(v<step) {lerp(Color4(Color4::Cyan),Color4(Color4::Blue),v/step); return;}
*this= Color4(Color4::Blue);
}
inline void Color4<float>::Import(const Color4<unsigned char> &b)
{
_v[0]=b[0]/255.0f;
_v[1]=b[1]/255.0f;
_v[2]=b[2]/255.0f;
_v[3]=b[3]/255.0f;
}
inline void Color4<unsigned char>::Import(const Color4<float> &b)
{
_v[0]=(unsigned char)(b[0]*255.0f);
_v[1]=(unsigned char)(b[1]*255.0f);
_v[2]=(unsigned char)(b[2]*255.0f);
_v[3]=(unsigned char)(b[3]*255.0f);
}
//template <class T,class S>
//inline void Color4<T>::Import(const Color4<S> &b)
//{
// _v[0] = T(b[0]);
// _v[1] = T(b[1]);
// _v[2] = T(b[2]);
// _v[3] = T(b[3]);
//}
//
inline Color4<unsigned char>::Color4<unsigned char>(Color4<unsigned char>::ColorConstant cc)
{
*((int *)this )= cc;
}
inline Color4<float>::Color4<float>(Color4<float>::ColorConstant cc)
{
Import(Color4<unsigned char>((Color4<unsigned char>::ColorConstant)cc));
}
typedef Color4<unsigned char> Color4b;
typedef Color4<float> Color4f;
} // end of NameSpace
#endif

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@ -1,25 +1,32 @@
/*#***************************************************************************
* VCGLib *
* *
* Visual Computing Group o> *
* IEI Institute, CNUCE Institute, CNR Pisa <| *
* / \ *
* Copyright(C) 1999 by Paolo Cignoni, Claudio Rocchini *
* All rights reserved. *
* *
* Permission to use, copy, modify, distribute and sell this software and *
* its documentation for any purpose is hereby granted without fee, provided *
* that the above copyright notice appear in all copies and that both that *
* copyright notice and this permission notice appear in supporting *
* documentation. the author makes no representations about the suitability *
* of this software for any purpose. It is provided "as is" without express *
* or implied warranty. *
* *
*****************************************************************************/
/*#**************************************************************************
/****************************************************************************
* 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
$Id: point3.h,v 1.4 2004-02-09 13:48:02 cignoni Exp $
$Log: not supported by cvs2svn $
Revision 1.4 2004/02/09 13:48:02 cignoni
Edited doxygen comments
Revision 1.3 2004/02/06 02:25:54 cignoni
First working release.
@ -32,7 +39,6 @@ First commit...
#ifndef __VCGLIB_POINT3
#define __VCGLIB_POINT3
//#include <limits>
#include <assert.h>
#include <vcg/math/base.h>
@ -55,7 +61,7 @@ public:
//@{
/** @name Standard Constructors and Initializer.
/** @name Standard Constructors and Initializers
No casting operators have been introduced to avoid automatic unattended (and costly) conversion between different point types
**/
@ -112,15 +118,13 @@ public:
return Point3(T(b[0]),T(b[1]),T(b[2]));
}
//@}
//@}
//@{
/** @name Data Access.
access to data is done by overloading of [] or explicit naming of coords (x,y,z)**/
// Accesso alle componenti
inline const T &x() const { return _v[0]; }
inline const T &y() const { return _v[1]; }
inline const T &z() const { return _v[2]; }
inline T &x() { return _v[0]; }
inline T &y() { return _v[1]; }
inline T &z() { return _v[2]; }
inline T & operator [] ( const int i )
{
assert(i>=0 && i<3);
@ -131,6 +135,12 @@ public:
assert(i>=0 && i<3);
return _v[i];
}
inline const T &X() const { return _v[0]; }
inline const T &Y() const { return _v[1]; }
inline const T &Z() const { return _v[2]; }
inline T &X() { return _v[0]; }
inline T &Y() { return _v[1]; }
inline T &Z() { return _v[2]; }
inline const T * V() const
{
return _v;
@ -145,7 +155,13 @@ public:
assert(i>=0 && i<3);
return _v[i];
}
// Operatori matematici di base
//@}
//@{
/** @name Classical overloading of operators
Note
**/
inline Point3 operator + ( Point3 const & p) const
{
return Point3<T>( _v[0]+p._v[0], _v[1]+p._v[1], _v[2]+p._v[2] );
@ -162,12 +178,12 @@ public:
{
return Point3<T>( _v[0]/s, _v[1]/s, _v[2]/s );
}
// dot product
/// Dot product
inline T operator * ( Point3 const & p ) const
{
return ( _v[0]*p._v[0] + _v[1]*p._v[1] + _v[2]*p._v[2] );
}
// Cross product
/// Cross product
inline Point3 operator ^ ( Point3 const & p ) const
{
return Point3 <T>
@ -246,8 +262,14 @@ public:
fi = (T)acos( _v[2]/ro );
}
// Operatori di confronto (ordinamento lessicografico)
inline bool operator == ( Point3 const & p ) const
//@}
//@{
/** @name Comparison Operators.
Note that the reverse z prioritized ordering, useful in many situations.
**/
inline bool operator == ( Point3 const & p ) const
{
return _v[0]==p._v[0] && _v[1]==p._v[1] && _v[2]==p._v[2];
}
@ -285,7 +307,7 @@ public:
{
return Point3<T> ( -_v[0], -_v[1], -_v[2] );
}
//@}
// Casts
#ifdef __VCG_USE_CAST
inline operator Point3<int> (){ return Point3<int> (_v[0],_v[1],_v[2]); }

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/****************************************************************************
* 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 $
****************************************************************************/
#ifndef __VCGLIB_POINT4
#define __VCGLIB_POINT4
#include <vcg/space/point3.h>
namespace vcg {
template <class T> class Point4
{
protected:
T _v[4];
public:
typedef T scalar;
inline Point4 () { }
inline Point4 ( const T nx, const T ny, const T nz , const T nw )
{
_v[0] = nx; _v[1] = ny; _v[2] = nz; _v[3] = nw;
}
inline Point4 ( const T p[4] )
{
_v[0] = p[0]; _v[1]= p[1]; _v[2] = p[2]; _v[3]= p[3];
}
inline Point4 ( const Point4 & p )
{
_v[0]= p._v[0]; _v[1]= p._v[1]; _v[2]= p._v[2]; _v[3]= p._v[3];
}
inline Point4 ( const Point3<T> & p )
{
_v[0] = p.V(0);
_v[1] = p.V(1);
_v[2] = p.V(2);
_v[3] = 1.0;
}
inline Point4 & operator = ( const Point4 & p )
{
_v[0]= p._v[0]; _v[1]= p._v[1]; _v[2]= p._v[2]; _v[3]= p._v[3];
return *this;
}
inline T &x() {return _v[0];}
inline T &y() {return _v[1];}
inline T &z() {return _v[2];}
inline T &w() {return _v[3];}
inline const T & operator [] ( const int i ) const
{
assert(i>=0 && i<4);
return _v[i];
}
inline T & operator [] ( const int i )
{
assert(i>=0 && i<4);
return _v[i];
}
inline T const * V() const
{
return _v;
}
inline const T & V ( const int i ) const
{
assert(i>=0 && i<4);
return _v[i];
}
inline T & V ( const int i )
{
assert(i>=0 && i<4);
return _v[i];
}
inline Point4 operator + ( const Point4 & p) const
{
return Point4( _v[0]+p._v[0], _v[1]+p._v[1], _v[2]+p._v[2], _v[3]+p._v[3] );
}
inline Point4 operator - ( const Point4 & p) const
{
return Point4( _v[0]-p._v[0], _v[1]-p._v[1], _v[2]-p._v[2], _v[3]-p._v[3] );
}
inline Point4 operator * ( const T s ) const
{
return Point4( _v[0]*s, _v[1]*s, _v[2]*s, _v[3]*s );
}
inline Point4 operator / ( const T s ) const
{
return Point4( _v[0]/s, _v[1]/s, _v[2]/s, _v[3]/s );
}
inline T operator * ( const Point4 & p ) const
{
return _v[0]*p._v[0] + _v[1]*p._v[1] + _v[2]*p._v[2] + _v[3]*p._v[3];
}
inline Point4 & operator += ( const Point4 & p)
{
_v[0] += p._v[0]; _v[1] += p._v[1]; _v[2] += p._v[2]; _v[3] += p._v[3];
return *this;
}
inline Point4 & operator -= ( const Point4 & p )
{
_v[0] -= p._v[0]; _v[1] -= p._v[1]; _v[2] -= p._v[2]; _v[3] -= p._v[3];
return *this;
}
inline Point4 & operator *= ( const T s )
{
_v[0] *= s; _v[1] *= s; _v[2] *= s; _v[3] *= s;
return *this;
}
inline Point4 & operator /= ( const T s )
{
_v[0] /= s; _v[1] /= s; _v[2] /= s; _v[3] /= s;
return *this;
}
inline T Norm() const
{
return Sqrt( _v[0]*_v[0] + _v[1]*_v[1] + _v[2]*_v[2] + _v[3]*_v[3] );
}
inline T SquaredNorm() const
{
return _v[0]*_v[0] + _v[1]*_v[1] + _v[2]*_v[2] + _v[3]*_v[3];
}
inline Point4 & Normalize()
{
T n = Sqrt(_v[0]*_v[0] + _v[1]*_v[1] + _v[2]*_v[2] + _v[3]*_v[3] );
if(n>0.0) { _v[0] /= n; _v[1] /= n; _v[2] /= n; _v[3] /= n; }
return *this;
}
inline Point4 operator - () const
{
return Point4( -_v[0], -_v[1], -_v[2], -_v[3] );
}
inline bool operator == ( const Point4& p ) const
{
return _v[0]==p._v[0] && _v[1]==p._v[1] && _v[2]==p._v[2] && _v[3]==p._v[3];
}
inline bool operator != ( const Point4 & p ) const
{
return _v[0]!=p._v[0] || _v[1]!=p._v[1] || _v[2]!=p._v[2] || _v[3]!=p._v[3];
}
inline bool operator < ( Point4 const & p ) const
{
return (_v[3]!=p._v[3])?(_v[3]<p._v[3]):
(_v[2]!=p._v[2])?(_v[2]<p._v[2]):
(_v[1]!=p._v[1])?(_v[1]<p._v[1]):
(_v[0]<p._v[0]);
}
inline bool operator > ( const Point4 & p ) const
{
return (_v[3]!=p._v[3])?(_v[3]>p._v[3]):
(_v[2]!=p._v[2])?(_v[2]>p._v[2]):
(_v[1]!=p._v[1])?(_v[1]>p._v[1]):
(_v[0]>p._v[0]);
}
inline bool operator <= ( const Point4 & p ) const
{
return (_v[3]!=p._v[3])?(_v[3]< p._v[3]):
(_v[2]!=p._v[2])?(_v[2]< p._v[2]):
(_v[1]!=p._v[1])?(_v[1]< p._v[1]):
(_v[0]<=p._v[0]);
}
inline bool operator >= ( const Point4 & p ) const
{
return (_v[3]!=p._v[3])?(_v[3]> p._v[3]):
(_v[2]!=p._v[2])?(_v[2]> p._v[2]):
(_v[1]!=p._v[1])?(_v[1]> p._v[1]):
(_v[0]>=p._v[0]);
}
/// Questa funzione estende il vettore ad un qualsiasi numero di dimensioni
/// paddando gli elementi estesi con zeri
inline T Ext( const int i ) const
{
if(i>=0 && i<=3) return _v[i];
else return 0;
}
T stable_dot ( const Point4<T> & p ) const
{
T k[4];
k[0] = _v[0]*p._v[0];
k[1] = _v[1]*p._v[1];
k[2] = _v[2]*p._v[2];
k[3] = _v[3]*p._v[3];
sort(k+0,k+4, MagnitudoComparer<T>() );
T q = k[0];
q += k[1];
q += k[2];
q += k[3];
return q;
}
template <class Q>
inline void Import( const Point4<Q> & b )
{
_v[0] = T(b[0]);
_v[1] = T(b[1]);
_v[2] = T(b[2]);
_v[3] = T(b[3]);
}
}; // end class definition
#ifdef __VCG_USE_P4_INTRINSIC__
#include <vcg/p4/point4p4.h>
#endif
template <class T>
T Angle( const Point4<T>& p1, const Point4<T> & p2 )
{
T w = p1.Norm()*p2.Norm();
if(w==0) return -1;
T t = (p1*p2)/w;
if(t>1) t=1;
return T( acos(t) );
}
template <class T>
inline T Norm( const Point4<T> & p )
{
return p.Norm();
}
template <class T>
inline T SquaredNorm( const Point4<T> & p )
{
return p.SquaredNorm();
}
/* Deprecato
template <class T>
inline Point4<T> & Normalize( Point4<T> & p ){
T n = Sqrt( p._v[0]*p._v[0] + p._v[1]*p._v[1] + p._v[2]*p._v[2] + p._v[3]*p._v[3] );
if(n>0.0) p/=n;
return p;
}
*/
template <class T>
inline T Distance( const Point4<T> & p1, const Point4<T> & p2 )
{
return Norm(p1-p2);
}
template <class T>
inline T SquaredDistance( const Point4<T> & p1, const Point4<T> & p2 )
{
return SquaredNorm(p1-p2);
}
typedef Point4<short> Point4s;
typedef Point4<int> Point4i;
typedef Point4<float> Point4f;
typedef Point4<double> Point4d;
} // end namespace
#endif