302 lines
11 KiB
C++
302 lines
11 KiB
C++
/****************************************************************************
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* VCGLib o o *
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* Visual and Computer Graphics Library o o *
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* _ O _ *
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* Copyright(C) 2004 \/)\/ *
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* Visual Computing Lab /\/| *
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* ISTI - Italian National Research Council | *
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* \ *
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* All rights reserved. *
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* *
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* This program is free software; you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation; either version 2 of the License, or *
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* (at your option) any later version. *
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* *
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* This program is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU General Public License (http://www.gnu.org/licenses/gpl.txt) *
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* for more details. *
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* *
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****************************************************************************/
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#ifndef __VCG_FACE_PLUS
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#define __VCG_FACE_PLUS
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#include <vcg/space/point3.h>
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#include <vcg/space/texcoord2.h>
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#include <vcg/space/color4.h>
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#include <vcg/complex/all_types.h>
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#include <vcg/simplex/face/component.h>
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#include <vcg/simplex/face/component_polygon.h>
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#include <vcg/container/derivation_chain.h>
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namespace vcg {
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/*------------------------------------------------------------------*/
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/*
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The base class of all the recusive definition chain. It is just a container of the typenames of the various simplexes.
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These typenames must be known form all the derived classes.
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*/
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template <class UserTypes>
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class FaceTypeHolder: public UserTypes {
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public:
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template <class LeftF>
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void ImportData(const LeftF & ){}
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static void Name(std::vector<std::string> & /* name */){}
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// prot
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int VN() const { return 3;}
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inline int Prev(const int & i) const { return (i+(3-1))%3;}
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inline int Next(const int & i) const { return (i+1)%3;}
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inline void Alloc(const int & ){}
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inline void Dealloc(){}
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};
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/* The base class form which we start to add our components.
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it has the empty definition for all the standard members (coords, color flags)
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Note:
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in order to avoid both virtual classes and ambiguous definitions all
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the subsequent overrides must be done in a sequence of derivation.
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In other words we cannot derive and add in a single derivation step
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(with multiple ancestor), both the real (non-empty) normal and color but
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we have to build the type a step a time (deriving from a single ancestor at a time).
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*/
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template <class UserTypes>
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class FaceBase: public face::EmptyPolyInfo<
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face::EmptyVertexRef<
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face::EmptyAdj<
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face::EmptyColorMarkQuality<
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face::EmptyNormal<
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face::EmptyBitFlags<
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face::EmptyWedgeTexCoord<
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FaceTypeHolder <UserTypes> > > > > > > > {
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};
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/* The Real Big Face class;
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The class __FaceArityMax__ is the one that is the Last to be derived,
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and therefore is the only one to know the real members
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(after the many overrides) so all the functions with common behaviour
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using the members defined in the various Empty/nonEmpty component classes
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MUST be defined here.
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I.e. IsD() that uses the overridden Flags() member must be defined here.
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*/
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template < class UserTypes,
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template <typename> class A, template <typename> class B,
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template <typename> class C, template <typename> class D,
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template <typename> class E, template <typename> class F,
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template <typename> class G, template <typename> class H,
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template <typename> class I, template <typename> class J >
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class FaceArityMax: public J<Arity9<FaceBase<UserTypes>, A, B, C, D, E, F, G, H, I> > {
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public:
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typedef typename FaceArityMax::ScalarType ScalarType;
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// ----- Flags stuff -----
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inline int & UberFlags ()
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{
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return this->Flags();
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}
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inline int UberFlags() const
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{
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return this->Flags();
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}
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enum {
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DELETED = 0x00000001, // Face is deleted from the mesh
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NOTREAD = 0x00000002, // Face of the mesh is not readable
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NOTWRITE = 0x00000004, // Face of the mesh is not writable
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VISITED = 0x00000010, // Face has been visited. Usualy this is a per-algorithm used bit.
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SELECTED = 0x00000020, // Face is selected. Algorithms should try to work only on selected face (if explicitly requested)
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// Border _flags, it is assumed that BORDERi = BORDER0<<i
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BORDER0 = 0x00000040,
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BORDER1 = 0x00000080,
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BORDER2 = 0x00000100,
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BORDER012 = BORDER0 | BORDER1 | BORDER2 ,
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// Face Orientation Flags, used efficiently compute point face distance
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NORMX = 0x00000200,
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NORMY = 0x00000400,
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NORMZ = 0x00000800,
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// Crease _flags, it is assumed that CREASEi = CREASE0<<i
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CREASE0 = 0x00008000,
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CREASE1 = 0x00010000,
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CREASE2 = 0x00020000,
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// Faux edges. (semantics: when a mesh is polygonal, edges which are inside a polygonal face are "faux"
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FAUX0 = 0x00040000,
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FAUX1 = 0x00080000,
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FAUX2 = 0x00100000,
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FAUX012 = FAUX0 | FAUX1 | FAUX2 ,
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// First user bit
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USER0 = 0x00200000
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};
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/// checks if the Face is deleted
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bool IsD() const {return (this->Flags() & DELETED) != 0;}
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/// checks if the Face is readable
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bool IsR() const {return (this->Flags() & NOTREAD) == 0;}
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/// checks if the Face is modifiable
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bool IsW() const {return (this->Flags() & NOTWRITE)== 0;}
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/// This funcion checks whether the Face is both readable and modifiable
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bool IsRW() const {return (this->Flags() & (NOTREAD | NOTWRITE)) == 0;}
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/// checks if the Face is Modified
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bool IsS() const {return (this->Flags() & SELECTED) != 0;}
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/// checks if the Face is Modified
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bool IsV() const {return (this->Flags() & VISITED) != 0;}
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/** Set the flag value
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@param flagp Valore da inserire nel flag
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*/
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void SetFlags(int flagp) {this->Flags()=flagp;}
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/** Set the flag value
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@param flagp Valore da inserire nel flag
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*/
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void ClearFlags() {this->Flags()=0;}
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/// deletes the Face from the mesh
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void SetD() {this->Flags() |=DELETED;}
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/// un-delete a Face
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void ClearD() {this->Flags() &=(~DELETED);}
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/// marks the Face as readable
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void SetR() {this->Flags() &=(~NOTREAD);}
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/// marks the Face as not readable
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void ClearR() {this->Flags() |=NOTREAD;}
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/// marks the Face as writable
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void SetW() {this->Flags() &=(~NOTWRITE);}
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/// marks the Face as notwritable
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void ClearW() {this->Flags() |=NOTWRITE;}
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/// select the Face
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void SetS() {this->Flags() |=SELECTED;}
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/// Un-select a Face
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void ClearS() {this->Flags() &= ~SELECTED;}
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/// select the Face
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void SetV() {this->Flags() |=VISITED;}
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/// Un-select a Face
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void ClearV() {this->Flags() &= ~VISITED;}
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/// This function checks if the face is selected
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bool IsB(int i) const {return (this->Flags() & (BORDER0<<i)) != 0;}
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/// This function select the face
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void SetB(int i) {this->Flags() |=(BORDER0<<i);}
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/// This funcion execute the inverse operation of SetS()
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void ClearB(int i) {this->Flags() &= (~(BORDER0<<i));}
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/// This function checks if a given side of the face is a feature/internal edge
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/// it is used by some importer to mark internal
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/// edges of polygonal faces that have been triangulated
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bool IsF(int i) const {return (this->Flags() & (FAUX0<<i) ) != 0;}
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bool IsAnyF() const {return (this->Flags() & (FAUX0|FAUX1|FAUX2)) != 0;}
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/// This function select the face
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void SetF(int i) {this->Flags() |=(FAUX0<<i);}
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/// This funcion execute the inverse operation of SetS()
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void ClearF(int i) {this->Flags() &= (~(FAUX0<<i));}
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void ClearAllF() { this->Flags() &= (~(FAUX0|FAUX1|FAUX2)); }
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/// Return the first bit that is not still used
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static int &LastBitFlag()
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{
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static int b =USER0;
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return b;
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}
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/// allocate a bit among the flags that can be used by user.
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static inline int NewBitFlag()
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{
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LastBitFlag()=LastBitFlag()<<1;
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return LastBitFlag();
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}
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// de-allocate a bit among the flags that can be used by user.
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static inline bool DeleteBitFlag(int bitval)
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{
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if(LastBitFlag()==bitval) {
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LastBitFlag()= LastBitFlag()>>1;
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return true;
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}
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assert(0);
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return false;
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}
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/// This function checks if the given user bit is true
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bool IsUserBit(int userBit){return (this->Flags() & userBit) != 0;}
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/// This function set the given user bit
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void SetUserBit(int userBit){this->Flags() |=userBit;}
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/// This function clear the given user bit
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void ClearUserBit(int userBit){this->Flags() &= (~userBit);}
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void GetBBox(Box3<ScalarType>& bb ) const
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{
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if(this->IsD()) {
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bb.SetNull();
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return;
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}
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bb.Set(this->cP(0));
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bb.Add(this->cP(1));
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bb.Add(this->cP(2));
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}
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};
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/*
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These are the three main classes that are used by the library user to define its own Facees.
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The user MUST specify the names of all the type involved in a generic complex.
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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.
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Typical usage example:
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A Face with coords, flags and normal for use in a standard trimesh:
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class MyFaceNf : public FaceSimp2< VertProto, EdgeProto, MyFaceNf, face::Flag, face::Normal3f > {};
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A Face with coords, and normal for use in a tetrahedral mesh AND in a standard trimesh:
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class TetraFace : public FaceSimp3< VertProto, EdgeProto, TetraFace, TetraProto, face::Coord3d, face::Normal3f > {};
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A summary of the components that can be added to a face (see components.h for details):
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VertexRef
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NormalFromVert, WedgeNormal
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Normal3s, Normal3f, Normal3d
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WedgeTexCoord2s, WedgeTexCoord2f, WedgeTexCoord2d
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BitFlags
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WedgeColor, Color4b
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Qualitys, Qualityf, Qualityd
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Mark //Incremental mark (int)
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VFAdj //Topology vertex face adjacency
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(pointers to next face in the ring of the vertex
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FFAdj //topology: face face adj
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pointers to adjacent faces
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*/
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template <class UserTypes,
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template <typename> class A = DefaultDeriver, template <typename> class B = DefaultDeriver,
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template <typename> class C = DefaultDeriver, template <typename> class D = DefaultDeriver,
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template <typename> class E = DefaultDeriver, template <typename> class F = DefaultDeriver,
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template <typename> class G = DefaultDeriver, template <typename> class H = DefaultDeriver,
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template <typename> class I = DefaultDeriver, template <typename> class J = DefaultDeriver >
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class Face: public FaceArityMax<UserTypes, A, B, C, D, E, F, G, H, I, J> {
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public: typedef AllTypes::AFaceType IAm; typedef UserTypes TypesPool;};
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}// end namespace
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#endif
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