vcglib/vcg/complex/trimesh/update/edges.h

106 lines
4.2 KiB
C++

/****************************************************************************
* 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 2004/05/12 10:39:45 ganovelli
created
****************************************************************************/
#ifndef __VCG_TRI_UPDATE_EDGES
#define __VCG_TRI_UPDATE_EDGES
#include <vcg/space/plane3.h>
namespace vcg {
namespace tri {
/** \addtogroup trimesh */
/*@{*/
/// Management, updating and computation of per-vertex and per-face normals.
/// This class is used to compute or update the normals that can be stored in the vertex or face component of a mesh.
template <class ComputeMeshType>
class UpdateEdges
{
public:
typedef ComputeMeshType MeshType;
typedef typename MeshType::VertexType VertexType;
typedef typename MeshType::VertexPointer VertexPointer;
typedef typename MeshType::VertexIterator VertexIterator;
typedef typename MeshType::FaceType FaceType;
typedef typename MeshType::FacePointer FacePointer;
typedef typename MeshType::FaceIterator FaceIterator;
typedef typename MeshType::FaceType::ScalarType ScalarType;
/// Calculates the vertex normal (if stored in the current face type)
static void Box(ComputeMeshType &m)
{
m.bbox.SetNull();
VertexIterator vi;
for(vi=m.vert.begin();vi!=m.vert.end();++vi)
if( !(*vi).IsD() ) m.bbox.Add((*vi).P());
}
static void Set(ComputeMeshType &m)
{
FaceIterator f;
for(f = m.face.begin(); f!=m.face.end(); ++f)
if(!(*f).IsD())
{
// Primo calcolo degli edges
(*f).edge[0] = (*f).V(1)->P(); (*f).edge[0] -= (*f).V(0)->P();
(*f).edge[1] = (*f).V(2)->P(); (*f).edge[1] -= (*f).V(1)->P();
(*f).edge[2] = (*f).V(0)->P(); (*f).edge[2] -= (*f).V(2)->P();
// Calcolo di plane
(*f).plane.SetDirection((*f).edge[0]^(*f).edge[1]);
(*f).plane.SetOffset((*f).plane.Direction() * (*f).V(0)->P());
(*f).plane.Normalize();
// Calcolo migliore proiezione
ScalarType nx = math::Abs((*f).plane.Direction()[0]);
ScalarType ny = math::Abs((*f).plane.Direction()[1]);
ScalarType nz = math::Abs((*f).plane.Direction()[2]);
ScalarType d;
if(nx>ny && nx>nz) { (*f).Flags() |= FaceType::NORMX; d = 1/(*f).plane.Direction()[0]; }
else if(ny>nz) { (*f).Flags() |= FaceType::NORMY; d = 1/(*f).plane.Direction()[1]; }
else { (*f).Flags() |= FaceType::NORMZ; d = 1/(*f).plane.Direction()[2]; }
// Scalatura spigoli
(*f).edge[0] *= d;
(*f).edge[1] *= d;
(*f).edge[2] *= d;
}
}
}; // end class
} // End namespace
} // End namespace
#endif