/**************************************************************************** * 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 1.10 2005/02/22 14:20:44 ponchio debug and mostly vertex unifying across borders (still not perfect... :P) Revision 1.9 2005/02/22 10:38:11 ponchio Debug, cleaning and optimization. Revision 1.8 2005/02/21 17:55:36 ponchio debug debug debug Revision 1.7 2005/02/20 18:07:01 ponchio cleaning. Revision 1.6 2005/02/19 10:45:04 ponchio Patch generalized and small fixes. Revision 1.5 2005/02/18 13:04:13 ponchio Added patch reordering. Revision 1.4 2005/02/08 12:43:03 ponchio Added copyright ****************************************************************************/ #ifndef NXS_ALGO_H #define NXS_ALGO_H #include #include #include "patch.h" #include class vcg::Line3f; namespace nxs { class Nexus; class Patch; struct ZEntry { unsigned int id; unsigned int pos; bool operator<(const ZEntry &e) const { return pos < e.pos; } }; //for every patch return close by (sphere intersecting) //threshold is added to the distance to make sure we do not miss anything void Connect(Nexus &nexus, std::vector< std::set > &close, float threshold); void ComputeNormals(Nexus &nexus); void Unify(std::vector &points, std::vector &faces, std::vector &vremap, float threshold); void ZSort(Nexus &nexus, std::vector &forward, std::vector &backward); bool LineIntersect(Nexus &nexus, Extraction &extraction, vcg::Line3f line, vcg::Point3f &hit); } #endif