104 lines
5.4 KiB
C++
104 lines
5.4 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) 2004-2016 \/)\/ *
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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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/*! \file trimesh_attribute.cpp
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\ingroup code_sample
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\brief the minimal example of using the attributes
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Attributes are a simple mechanism to associate user-defined 'attributes' to the simplicies and to the mesh.
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See the page '\ref attributes' for more details.
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*/
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#include<vcg/complex/complex.h>
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class MyEdge;
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class MyFace;
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class MyVertex;
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struct MyUsedTypes : public vcg::UsedTypes< vcg::Use<MyVertex> ::AsVertexType,
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vcg::Use<MyFace> ::AsFaceType>{};
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class MyVertex : public vcg::Vertex< MyUsedTypes, vcg::vertex::Coord3f,vcg::vertex::Normal3f>{};
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class MyFace : public vcg::Face< MyUsedTypes, vcg::face::VertexRef, vcg::face::Normal3f> {};
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class MyMesh : public vcg::tri::TriMesh< std::vector<MyVertex>, std::vector<MyFace> > {};
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int main()
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{
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MyMesh m;
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//! [Adding an attribute]
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// add a per-vertex attribute with type float named "Irradiance"
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MyMesh::PerVertexAttributeHandle<float> named_hv = vcg::tri::Allocator<MyMesh>:: GetPerVertexAttribute<float> (m,std::string("Irradiance"));
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//! [Adding an attribute]
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// add a per-vertex attribute with type float named "Radiosity"
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vcg::tri::Allocator<MyMesh>:: GetPerVertexAttribute<float> (m,std::string("Radiosity"));
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// add a per-vertex attribute with type bool and no name specified
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MyMesh::PerVertexAttributeHandle<bool> anon_hv = vcg::tri::Allocator<MyMesh>:: GetPerVertexAttribute<bool> (m);
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// add a per-face attribute with type bool and no name specified
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MyMesh::PerFaceAttributeHandle<bool> anon_hf = vcg::tri::Allocator<MyMesh>:: GetPerFaceAttribute<bool> (m);
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//! [Using an attribute]
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MyMesh::VertexIterator vi; int i;
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for(i=0, vi = m.vert.begin(); vi != m.vert.end(); ++vi,++i){
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named_hv[vi] = 1.0f; // [] operator takes a iterator
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named_hv[*vi] = 1.0f; // or a MyMesh::VertexType object
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named_hv[&*vi]= 1.0f; // or a pointer to it
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named_hv[i] = 1.0f; // or an integer index
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}
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//! [Using an attribute]
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vcg::tri::Allocator<MyMesh>::ClearPerVertexAttribute<float>(m,named_hv);
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// query if an attribute is present or not
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bool hasRadiosity = vcg::tri::HasPerVertexAttribute(m,"Radiosity");
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// obtain another handle of a previously attribute
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MyMesh::PerVertexAttributeHandle<float> ret_hv = vcg::tri::Allocator<MyMesh>:: FindPerVertexAttribute<float>(m,"Radiosity");
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//! [Per Mesh attribute]
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// you can also have PerMesh attributes
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MyMesh::PerMeshAttributeHandle<int> hm = vcg::tri::Allocator<MyMesh>:: GetPerMeshAttribute<int> (m,std::string("ADummyIntegerAttribute"));
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// PerMesh attributes are accessed directly using the handle itself
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hm() = 10;
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//! [Per Mesh attribute]
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//! [Deleting an attribute]
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// delete an attribute by name
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vcg::tri::Allocator<MyMesh>::DeletePerVertexAttribute(m, "Radiosity");
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// delete an attribute by handle
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vcg::tri::Allocator<MyMesh>::DeletePerVertexAttribute(m, anon_hv);
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//! [Deleting an attribute]
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bool res;
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res = vcg::tri::Allocator<MyMesh>::IsValidHandle(m,named_hv); printf("Is Valid: %s\n",res?"Yes":"No");
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res = vcg::tri::Allocator<MyMesh>::IsValidHandle(m,anon_hf); printf("Is Valid: %s\n",res?"Yes":"No");
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res = vcg::tri::Allocator<MyMesh>::IsValidHandle(m,hm); printf("Is Valid: %s\n",res?"Yes":"No");
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vcg::tri::Allocator<MyMesh>::DeletePerVertexAttribute(m,ret_hv);
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vcg::tri::Allocator<MyMesh>::DeletePerFaceAttribute(m,anon_hf);
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res = vcg::tri::Allocator<MyMesh>::IsValidHandle(m,named_hv); printf("Is Valid: %s\n",res?"Yes":"No");
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res = vcg::tri::Allocator<MyMesh>::IsValidHandle(m,anon_hf); printf("Is Valid: %s\n",res?"Yes":"No");
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res = vcg::tri::Allocator<MyMesh>::IsValidHandle(m,hm); printf("Is Valid: %s\n",res?"Yes":"No");
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}
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