100 lines
4.1 KiB
C++
100 lines
4.1 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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#ifndef __VCG_FACE_PLUS_COMPONENT_RT
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#define __VCG_FACE_PLUS_COMPONENT_RT
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#include <vcg/space/plane3.h>
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namespace vcg {
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namespace face {
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template <class CoordType>
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struct EdgePlaneInfo{
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CoordType edge[3];
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::vcg::Plane3<typename CoordType::ScalarType> plane;
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typename CoordType::ScalarType edgescale;
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};
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/** \addtogroup face
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@{
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*/
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/*! \brief Per Face Precomputed Edge/Plane
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This component is used to speed up some geometric queries like the ray-triangle intersection or the Point-Triangle distance.
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Before using it you have to initialize it using \ref UpdateComponentEP class
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*/
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template <class T> class EdgePlane: public T {
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public:
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typedef EdgePlaneInfo<typename T::VertexType::CoordType> EdgePlaneType;
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typename T::VertexType::CoordType &Edge(const int j) {
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return _ep.edge[j];
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}
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typename T::VertexType::CoordType cEdge(const int j)const {
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return _ep.edge[j];
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}
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typename vcg::Plane3<typename T::VertexType::CoordType::ScalarType> &Plane() {
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return _ep.plane;
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}
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typename vcg::Plane3<typename T::VertexType::CoordType::ScalarType> cPlane()const {
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return _ep.plane;
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}
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static bool HasEdgePlane() { return true; }
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static void Name(std::vector<std::string> & name){name.push_back(std::string("EdgePlane"));T::Name(name);}
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private:
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EdgePlaneType _ep;
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};
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// This empty class is rarely useful but you need it if you have code
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// where you eventually decide (not at compile time) what closest algorithm you need.
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// (for example in unit testing...)
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template <class T> class EmptyEdgePlane: public T {
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public:
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typedef EdgePlaneInfo<typename T::VertexType::CoordType> EdgePlaneType;
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typename T::VertexType::CoordType &Edge(const int ) { assert(0); static typename T::VertexType::CoordType dum; return dum;}
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typename T::VertexType::CoordType &cEdge(const int ) const { assert(0); static typename T::VertexType::CoordType dum; return dum;}
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typename vcg::Plane3<typename T::VertexType::CoordType::ScalarType> &Plane() {assert(0); static typename vcg::Plane3<typename T::VertexType::CoordType::ScalarType> dum; return dum;}
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typename vcg::Plane3<typename T::VertexType::CoordType::ScalarType> &cPlane() const {assert(0); static typename vcg::Plane3<typename T::VertexType::CoordType::ScalarType> dum; return dum;}
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static bool HasEdgePlane() { return false; }
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static void Name(std::vector<std::string> & name){name.push_back(std::string(""));T::Name(name);}
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};
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/**
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@}
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*/
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} // end namespace face
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}// end namespace vcg
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#endif
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