/**************************************************************************** * 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 1.1 2004/03/29 08:36:26 cignoni First working version! ****************************************************************************/ #ifndef __VCG_VERTEX_PLUS #define __VCG_VERTEX_PLUS #include #include #include #include namespace vcg { class DumET {}; class DumFT {}; class DumTT {}; /*------------------------------------------------------------------*/ /* 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 VertexTypeHolder{ public: typedef BVT VertType; typedef BET EdgeType; typedef BFT FaceType; typedef BTT TetraType; typedef BVT *VertPointer; typedef BET *EdgePointer; typedef BFT *FacePointer; typedef BTT *TetraPointer; }; /* 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 VertexBase: public vert::EmptyTexture< vert::EmptyVFAdj< vert::EmptyColor< vert::EmptyQuality< vert::EmptyNormal< vert::EmptyFlag< vert::EmptyCoord< VertexTypeHolder > > > > > > >{ }; // Metaprogramming Core template class A> class VertexArity1: public A > { }; template class A, template class B> class VertexArity2: public B > {}; template class A, template class B, template class C > class VertexArity3: public C > {}; template class A, template class B, template class C, template class D> class VertexArity4: public D > {}; template class A, template class B, template class C, template class D, template class E > class VertexArity5: public E > {}; template class A, template class B, template class C, template class D, template class E, template class F > class VertexArity6: public F > {}; /* The Real Big Vertex class; The class __VertexArityMax__ 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. I.e. IsD() that uses the overridden Flags() member must be defined here. */ template class A, template class B, template class C, template class D, template class E, template class F, template class G> class VertexArityMax: public G > { // ----- Flags stuff ----- public: enum { // This bit indicate that the vertex is deleted from the mesh DELETED = 0x0001, // cancellato // This bit indicate that the vertex of the mesh is not readable NOTREAD = 0x0002, // non leggibile (ma forse modificabile) // This bit indicate that the vertex is not modifiable NOTWRITE = 0x0004, // non modificabile (ma forse leggibile) // This bit indicate that the vertex is modified MODIFIED = 0x0008, // modificato // This bit can be used to mark the visited vertex VISITED = 0x0010, // Visited // This bit can be used to select SELECTED = 0x0020, // Selection flag // Border Flag BORDER = 0x0100, // First user bit USER0 = 0x0200 // Fisrt user bit }; inline int & UberFlags () { return Flags(); } inline const int UberFlags() const { return Flags(); } /// checks if the vertex is deleted bool IsD() const {return (Flags() & DELETED) != 0;} /// checks if the vertex is readable bool IsR() const {return (Flags() & NOTREAD) == 0;} /// checks if the vertex is modifiable bool IsW() const {return (Flags() & NOTWRITE)== 0;} /// This funcion checks whether the vertex is both readable and modifiable bool IsRW() const {return (Flags() & (NOTREAD | NOTWRITE)) == 0;} /// checks if the vertex is Modified bool IsS() const {return (Flags() & SELECTED) != 0;} /// checks if the vertex 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 vertex from the mesh void SetD() {Flags() |=DELETED;} /// un-delete a vertex void ClearD() {Flags() &=(~DELETED);} /// marks the vertex as readable void SetR() {Flags() &=(~NOTREAD);} /// marks the vertex as not readable void ClearR() {Flags() |=NOTREAD;} /// marks the vertex as writable void ClearW() {Flags() |=NOTWRITE;} /// marks the vertex as not writable void SetW() {Flags() &=(~NOTWRITE);} /// select the vertex void SetS() {Flags() |=SELECTED;} /// Un-select a vertex void ClearS() {Flags() &= ~SELECTED;} void SetB() {Flags() |=BORDER;} void ClearB() {Flags() &=~BORDER;} /// 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 DefaultDeriver : public T {}; /* These are the three main classes that are used by the library user to define its own vertexes. The user MUST specify the names of all the type involved in a generic complex. so for example when defining a vertex of a trimesh you must know the name of the type of the edge and of the face. Typical usage example: A vertex with coords, flags and normal for use in a standard trimesh: class VertexNf : public VertexSimp2< VertexNf, EdgeProto, FaceProto, vert::Coord3d, vert::Flag, vert::Normal3f > {}; A vertex with coords, and normal for use in a tetrahedral mesh AND in a standard trimesh: class TetraVertex : public VertexSimp3< TetraVertex, EdgeProto, FaceProto, TetraProto, vert::Coord3d, vert::Normal3f > {}; */ template class A = DefaultDeriver, template class B = DefaultDeriver, template class C = DefaultDeriver, template class D = DefaultDeriver, template class E = DefaultDeriver, template class F = DefaultDeriver, template class G = DefaultDeriver > class VertexSimp3: public VertexArityMax {}; template class A = DefaultDeriver, template class B = DefaultDeriver, template class C = DefaultDeriver, template class D = DefaultDeriver, template class E = DefaultDeriver, template class F = DefaultDeriver, template class G = DefaultDeriver > class VertexSimp2: public VertexArityMax {}; template class A = DefaultDeriver, template class B = DefaultDeriver, template class C = DefaultDeriver, template class D = DefaultDeriver, template class E = DefaultDeriver, template class F = DefaultDeriver, template class G = DefaultDeriver > class VertexSimp1: public VertexArityMax {}; }// end namespace #endif