/**************************************************************************** * 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 1.7 2006/02/27 17:42:43 ponchio Added some documentation. Revision 1.6 2005/12/05 15:58:10 cignoni Removed spurious definition of flags in Aritymax that was overriding the correct definition in EmplyBitFlags and BitFlags classes Revision 1.5 2005/12/02 00:44:41 cignoni Reformatted and compacted flags code. Revision 1.4 2005/11/16 22:59:35 cignoni Standardized name of flags. It is plural becouse each simplex has many flag. Revision 1.3 2005/11/12 18:36:51 cignoni Added 'Visited' flag functions 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_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::EmptyBitFlags< 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 { DELETED = 0x0001, // This bit indicate that the vertex is deleted from the mesh NOTREAD = 0x0002, // This bit indicate that the vertex of the mesh is not readable NOTWRITE = 0x0004, // This bit indicate that the vertex is not modifiable MODIFIED = 0x0008, // This bit indicate that the vertex is modified VISITED = 0x0010, // This bit can be used to mark the visited vertex SELECTED = 0x0020, // This bit can be used to select BORDER = 0x0100, // Border Flag USER0 = 0x0200 // First user bit }; inline int & UberFlags () { return this->Flags(); } inline const int UberFlags() const { return this->Flags(); } bool IsD() const {return (this->Flags() & DELETED) != 0;} /// checks if the vertex is deleted bool IsR() const {return (this->Flags() & NOTREAD) == 0;} /// checks if the vertex is readable bool IsW() const {return (this->Flags() & NOTWRITE)== 0;}/// checks if the vertex is modifiable bool IsRW() const {return (this->Flags() & (NOTREAD | NOTWRITE)) == 0;}/// This funcion checks whether the vertex is both readable and modifiable bool IsS() const {return (this->Flags() & SELECTED) != 0;}/// checks if the vertex is Selected bool IsB() const {return (this->Flags() & BORDER) != 0;}/// checks if the vertex is a border one bool IsV() const {return (this->Flags() & VISITED) != 0;}/// checks if the vertex Has been visited /** Set the flag value @param flagp Valore da inserire nel flag */ void SetFlags(int flagp) {this->Flags()=flagp;} /** Set the flag value @param flagp Valore da inserire nel flag */ void ClearFlags() {this->Flags()=0;} void SetD() {this->Flags() |=DELETED;}/// deletes the vertex from the mesh void ClearD() {this->Flags() &=(~DELETED);}/// un-delete a vertex void SetR() {this->Flags() &=(~NOTREAD);}/// marks the vertex as readable void ClearR() {this->Flags() |=NOTREAD;}/// marks the vertex as not readable void ClearW() {this->Flags() |=NOTWRITE;}/// marks the vertex as writable void SetW() {this->Flags() &=(~NOTWRITE);}/// marks the vertex as not writable void SetS() {this->Flags() |=SELECTED;}/// select the vertex void ClearS() {this->Flags() &= ~SELECTED;}/// Un-select a vertex void SetB() {this->Flags() |=BORDER;} void ClearB() {this->Flags() &=~BORDER;} void SetV() {this->Flags() |=VISITED;} void ClearV() {this->Flags() &=~VISITED;} /// 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 NewBitFlag() { LastBitFlag()=LastBitFlag()<<1; return LastBitFlag(); } // de-allocate a bit among the flags that can be used by user. static inline bool DeleteBitFlag(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 (this->Flags() & userBit) != 0;} /// This function set the given user bit void SetUserBit(int userBit){this->Flags() |=userBit;} /// This function clear the given user bit void ClearUserBit(int userBit){this->Flags() &= (~userBit);} template void GetBBox( BoxType & bb ) const { bb.Set(this->P()); } }; 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 > {}; A summary of the available vertex attributes (see component.h for more details): Coord3f, Coord3d, Normal3s, Normal3f, Normal3d Mark //a int component (incremental mark) BitFlags Texture2s, Texture2f, Texture2d Color4b Qualitys, Qualityf, Qualityd VFAdj //topology (vertex->face adjacency) */ 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