/**************************************************************************** * 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 1.4 2005/11/16 22:56:32 cignoni Added EmptyMark to base class Standardized name of flags. It is plural becouse each simplex has many flag. Revision 1.3 2005/11/12 18:42:18 cignoni Added ClearS and GetBBox Revision 1.2 2005/10/14 13:26:57 cignoni First Really Working version 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_FACE_PLUS #define __VCG_FACE_PLUS #include #include #include #include namespace vcg { /*------------------------------------------------------------------*/ /* 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 FaceTypeHolder{ public: typedef BVT VertexType; typedef typename VertexType::CoordType CoordType; typedef typename VertexType::ScalarType ScalarType; typedef BET EdgeType; typedef BFT FaceType; typedef BTT TetraType; typedef BVT *VertPointer; typedef BET *EdgePointer; typedef BFT *FacePointer; typedef BTT *TetraPointer; // prot }; /* 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 FaceBase: public face::EmptyVertexRef< face::EmptyAdj< face::EmptyColorQuality< face::EmptyNormal< face::EmptyBitFlags< face::EmptyMark< face::EmptyWedgeTexture< FaceTypeHolder > > > > > > >{ }; // Metaprogramming Core template class A> class FaceArity1: public A > {}; template class A, template class B> class FaceArity2: public B > {}; template class A, template class B, template class C > class FaceArity3: public C > {}; template class A, template class B, template class C, template class D> class FaceArity4: public D > {}; template class A, template class B, template class C, template class D, template class E > class FaceArity5: public E > {}; template class A, template class B, template class C, template class D, template class E, template class F > class FaceArity6: public F > {}; /* The Real Big Face class; The class __FaceArityMax__ 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 FaceArityMax: public G > { // ----- Flags stuff ----- public: inline int & UberFlags () { return this->Flags(); } inline const int UberFlags() const { return this->Flags(); } enum { // This bit indicate that the face is deleted from the mesh DELETED = 0x00000001, // cancellato // This bit indicate that the face of the mesh is not readable NOTREAD = 0x00000002, // non leggibile (ma forse modificabile) // This bit indicate that the face is not modifiable NOTWRITE = 0x00000004, // non modificabile (ma forse leggibile) // This bit indicate that the face is modified SELECTED = 0x00000020, // Selection _flags // Border _flags, it is assumed that BORDERi = BORDER0<Flags() & DELETED) != 0;} /// checks if the Face is readable bool IsR() const {return (this->Flags() & NOTREAD) == 0;} /// checks if the Face is modifiable bool IsW() const {return (this->Flags() & NOTWRITE)== 0;} /// This funcion checks whether the Face is both readable and modifiable bool IsRW() const {return (this->Flags() & (NOTREAD | NOTWRITE)) == 0;} /// checks if the Face is Modified bool IsS() const {return (this->Flags() & SELECTED) != 0;} /** 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;} /// deletes the Face from the mesh void SetD() {this->Flags() |=DELETED;} /// un-delete a Face void ClearD() {this->Flags() &=(~DELETED);} /// marks the Face as readable void SetR() {this->Flags() &=(~NOTREAD);} /// marks the Face as not readable void ClearR() {this->Flags() |=NOTREAD;} /// marks the Face as writable void ClearW() {this->Flags() |=NOTWRITE;} /// marks the Face as not writable void SetW() {this->Flags() &=(~NOTWRITE);} /// select the Face void SetS() {this->Flags() |=SELECTED;} /// Un-select a Face /// This function checks if the face is selected bool IsB(int i) const {return (this->Flags() & (BORDER0<Flags() |=(BORDER0<Flags() &= (~(BORDER0<Flags() &= ~SELECTED;} /// 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(0)); bb.Add(this->P(1)); bb.Add(this->P(2)); } }; template < typename T=int> class FaceDefaultDeriver : public T {}; /* These are the three main classes that are used by the library user to define its own Facees. The user MUST specify the names of all the type involved in a generic complex. so for example when defining a Face of a trimesh you must know the name of the type of the edge and of the face. Typical usage example: A Face with coords, flags and normal for use in a standard trimesh: class MyFaceNf : public FaceSimp2< VertProto, EdgeProto, MyFaceNf, face::Flag, face::Normal3f > {}; A Face with coords, and normal for use in a tetrahedral mesh AND in a standard trimesh: class TetraFace : public FaceSimp3< VertProto, EdgeProto, TetraFace, TetraProto, face::Coord3d, face::Normal3f > {}; */ template class A = FaceDefaultDeriver, template class B = FaceDefaultDeriver, template class C = FaceDefaultDeriver, template class D = FaceDefaultDeriver, template class E = FaceDefaultDeriver, template class F = FaceDefaultDeriver, template class G = FaceDefaultDeriver > class FaceSimp3: public FaceArityMax {}; template class A = FaceDefaultDeriver, template class B = FaceDefaultDeriver, template class C = FaceDefaultDeriver, template class D = FaceDefaultDeriver, template class E = FaceDefaultDeriver, template class F = FaceDefaultDeriver, template class G = FaceDefaultDeriver > class FaceSimp2: public FaceArityMax {}; }// end namespace #endif