vcglib/apps/nexus/nxsalgo.h

94 lines
3.4 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 1.11 2005/03/01 11:21:20 ponchio
Added line intersection
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 <set>
#include <vector>
#include "patch.h"
#include <vcg/space/sphere3.h>
#include <vcg/space/line3.h>
namespace nxs {
class Nexus;
class Patch;
class Extraction;
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<unsigned int> > &close,
float threshold);
void ComputeNormals(Nexus &nexus);
void Unify(std::vector<vcg::Point3f> &points,
std::vector<unsigned short> &faces,
std::vector<unsigned int> &vremap, float threshold);
void ZSort(Nexus &nexus, std::vector<unsigned int> &forward,
std::vector<unsigned int> &backward);
bool LineIntersect(Nexus &nexus, Extraction &extraction,
vcg::Line3f line, vcg::Point3f &hit);
}
#endif