/**************************************************************************** * 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: position.h,v $ ****************************************************************************/ #ifndef __VCG_TRI_UPDATE_TEXTURE #define __VCG_TRI_UPDATE_TEXTURE //#include namespace vcg { namespace tri { /// \ingroup trimesh /// \headerfile texture.h vcg/complex/trimesh/update/texture.h /// \brief This class is used to update vertex position according to a transformation matrix. template class UpdateTexture { public: typedef ComputeMeshType MeshType; typedef typename MeshType::ScalarType ScalarType; typedef typename MeshType::VertexType VertexType; typedef typename MeshType::VertexPointer VertexPointer; typedef typename MeshType::VertexIterator VertexIterator; typedef typename MeshType::FaceType FaceType; typedef typename MeshType::FacePointer FacePointer; typedef typename MeshType::FaceIterator FaceIterator; static void WedgeTexFromPlanar(ComputeMeshType &m, Plane3 &pl) { FaceIterator fi; for(fi=m.face.begin();fi!=m.face.end();++fi) if(!(*fi).IsD()) { } } static void WedgeTexFromCamera(ComputeMeshType &m, Plane3 &pl) { } /// Currently texture coords are kept for ALL the triangles of a mesh. The texture id is stored with each face. /// if a given face should not have tex coord it has the default -1 value for texture ID. /// This function will add an new fake texture, add that to the list of textures and change all the -1 id to that value. static void WedgeTexRemoveNull(ComputeMeshType &m, const std::string &texturename) { bool found=false; FaceIterator fi; // first loop lets check that there are -1 indexed textured face for(fi=m.face.begin();fi!=m.face.end();++fi) if(!(*fi).IsD()) if((*fi).WT(0).N()==-1) found = true; if(!found) return; m.textures.push_back(texturename); int nullId=m.textures.size()-1; for(fi=m.face.begin();fi!=m.face.end();++fi) if(!(*fi).IsD()) if((*fi).WT(0).N()==-1) { (*fi).WT(0).N() = nullId; (*fi).WT(1).N() = nullId; (*fi).WT(2).N() = nullId; } } }; // end class } // End namespace } // End namespace #endif