vcglib/vcg/simplex/vertex/component.h

562 lines
25 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. *
* *
****************************************************************************/
#ifndef __VCG_MESH
#error "This file should not be included alone. It is automatically included by complex.h"
#endif
#ifndef __VCG_VERTEX_PLUS_COMPONENT
#define __VCG_VERTEX_PLUS_COMPONENT
namespace vcg {
namespace vertex {
/** \addtogroup VertexComponentGroup
@{
*/
/*------------------------- Base Classes -----------------------------------------*/
template <class S>
struct CurvatureDirBaseType{
typedef Point3<S> VecType;
typedef S ScalarType;
CurvatureDirBaseType () {}
Point3<S>max_dir,min_dir; // max and min curvature direction
S k1,k2;// max and min curvature values
};
/*------------------------- EMPTY CORE COMPONENTS -----------------------------------------*/
template <class TT> class EmptyCore: public TT {
public:
typedef int FlagType;
int &Flags() { assert(0); static int dummyflags(0); return dummyflags; }
int cFlags() const { assert(0); return 0; }
static bool HasFlags() { return false; }
typedef vcg::Point3f CoordType;
typedef CoordType::ScalarType ScalarType;
CoordType &P() { assert(0); static CoordType coord(0, 0, 0); return coord; }
CoordType cP() const { assert(0); static CoordType coord(0, 0, 0); assert(0); return coord; }
static bool HasCoord() { return false; }
inline bool IsCoordEnabled() const { return TT::VertexType::HasCoord();}
typedef vcg::Point3s NormalType;
NormalType &N() { assert(0); static NormalType dummy_normal(0, 0, 0); return dummy_normal; }
NormalType cN() const { assert(0); static NormalType dummy_normal(0, 0, 0); return dummy_normal; }
static bool HasNormal() { return false; }
inline bool IsNormalEnabled() const { return TT::VertexType::HasNormal();}
typedef float QualityType;
QualityType &Q() { assert(0); static QualityType dummyQuality(0); return dummyQuality; }
QualityType cQ() const { assert(0); static QualityType dummyQuality(0); return dummyQuality; }
static bool HasQuality() { return false; }
inline bool IsQualityEnabled() const { return TT::VertexType::HasQuality();}
typedef vcg::Color4b ColorType;
ColorType &C() { static ColorType dumcolor(vcg::Color4b::White); assert(0); return dumcolor; }
ColorType cC() const { static ColorType dumcolor(vcg::Color4b::White); assert(0); return dumcolor; }
static bool HasColor() { return false; }
inline bool IsColorEnabled() const { return TT::VertexType::HasColor();}
typedef int MarkType;
void InitIMark() { }
int cIMark() const { assert(0); static int tmp=-1; return tmp;}
int &IMark() { assert(0); static int tmp=-1; return tmp;}
static bool HasMark() { return false; }
inline bool IsMarkEnabled() const { return TT::VertexType::HasMark();}
typedef ScalarType RadiusType;
RadiusType &R() { static ScalarType v = 0.0; assert(0 && "the radius component is not available"); return v; }
RadiusType cR() const { static const ScalarType v = 0.0; assert(0 && "the radius component is not available"); return v; }
static bool HasRadius() { return false; }
inline bool IsRadiusEnabled() const { return TT::VertexType::HasRadius();}
typedef vcg::TexCoord2<float,1> TexCoordType;
TexCoordType &T() { static TexCoordType dummy_texcoord; assert(0); return dummy_texcoord; }
TexCoordType cT() const { static TexCoordType dummy_texcoord; assert(0); return dummy_texcoord; }
static bool HasTexCoord() { return false; }
inline bool IsTexCoordEnabled() const { return TT::VertexType::HasTexCoord();}
typename TT::TetraPointer &VTp() { static typename TT::TetraPointer tp = 0; assert(0); return tp; }
typename TT::TetraPointer cVTp() const { static typename TT::TetraPointer tp = 0; assert(0); return tp; }
int &VTi() { static int z = 0; return z; }
static bool HasVTAdjacency() { return false; }
typename TT::FacePointer &VFp() { static typename TT::FacePointer fp=0; assert(0); return fp; }
typename TT::FacePointer cVFp() const { static typename TT::FacePointer fp=0; assert(0); return fp; }
int &VFi() { static int z=-1; assert(0); return z;}
int cVFi() const { static int z=-1; assert(0); return z;}
static bool HasVFAdjacency() { return false; }
bool IsVFInitialized() const {return static_cast<const typename TT::VertexType *>(this)->cVFi()!=-1;}
void VFClear() {
if(IsVFInitialized()) {
static_cast<typename TT::VertexPointer>(this)->VFp()=0;
static_cast<typename TT::VertexPointer>(this)->VFi()=-1;
}
}
typename TT::EdgePointer &VEp() { static typename TT::EdgePointer ep=0; assert(0); return ep; }
typename TT::EdgePointer cVEp() const { static typename TT::EdgePointer ep=0; assert(0); return ep; }
int &VEi() { static int z=0; return z;}
int cVEi() const { static int z=0; return z;}
static bool HasVEAdjacency() { return false; }
typename TT::HEdgePointer &VHp() { static typename TT::HEdgePointer ep=0; assert(0); return ep; }
typename TT::HEdgePointer cVHp() const { static typename TT::HEdgePointer ep=0; assert(0); return ep; }
int &VHi() { static int z=0; return z;}
int cVHi() const { static int z=0; return z;}
static bool HasVHAdjacency() { return false; }
typedef float CurScalarType;
typedef Point3f CurVecType;
typedef Point2f CurvatureType;
float &Kh() { static float dummy = 0.f; assert(0);return dummy;}
float &Kg() { static float dummy = 0.f; assert(0);return dummy;}
float cKh() const { static float dummy = 0.f; assert(0); return dummy;}
float cKg() const { static float dummy = 0.f; assert(0); return dummy;}
typedef CurvatureDirBaseType<float> CurvatureDirType;
CurVecType &PD1() {static CurVecType v(0,0,0); assert(0);return v;}
CurVecType &PD2() {static CurVecType v(0,0,0); assert(0);return v;}
CurVecType cPD1() const {static CurVecType v(0,0,0); assert(0);return v;}
CurVecType cPD2() const {static CurVecType v(0,0,0); assert(0);return v;}
CurScalarType &K1() { static ScalarType v = 0.0;assert(0);return v;}
CurScalarType &K2() { static ScalarType v = 0.0;assert(0);return v;}
CurScalarType cK1() const {static ScalarType v = 0.0;assert(0);return v;}
CurScalarType cK2() const {static ScalarType v = 0.0;assert(0);return v;}
static bool HasCurvature() { return false; }
static bool HasCurvatureDir() { return false; }
inline bool IsCurvatureEnabled() const { return TT::VertexType::HasCurvature();}
inline bool IsCurvatureDirEnabled() const { return TT::VertexType::HasCurvatureDir();}
template < class RightValueType>
void ImportData(const RightValueType & /*rVert*/ ) {
// TT::ImportData( rVert);
}
static void Name(std::vector<std::string> & name){TT::Name(name);}
};
/*-------------------------- COORD ----------------------------------------*/
/*! \brief \em Component: \b Geometric \b Position of the vertex
Stored as a templated Point3.
*/
template <class A, class T> class Coord: public T {
public:
typedef A CoordType;
typedef typename A::ScalarType ScalarType;
inline const CoordType &P() const { return _coord; }
inline CoordType &P() { return _coord; }
inline CoordType cP() const { return _coord; }
template < class RightValueType>
void ImportData(const RightValueType & rVert ) { if(rVert.IsCoordEnabled()) P().Import(rVert.cP()); T::ImportData( rVert); }
static bool HasCoord() { return true; }
static void Name(std::vector<std::string> & name){name.push_back(std::string("Coord"));T::Name(name);}
private:
CoordType _coord;
};
template <class T> class Coord3f: public Coord<vcg::Point3f, T> {
public: static void Name(std::vector<std::string> & name){name.push_back(std::string("Coord3f"));T::Name(name);}
};
template <class T> class Coord3d: public Coord<vcg::Point3d, T> {
public: static void Name(std::vector<std::string> & name){name.push_back(std::string("Coord3d"));T::Name(name);}
};
/*-------------------------- NORMAL ----------------------------------------*/
/*! \brief \em Component: \b %Normal of the vertex
Stored as a templated Point3. The type of the normal can be different type with respect to the Coord component
*/
template <class A, class T> class Normal: public T {
public:
typedef A NormalType;
inline const NormalType &N() const { return _norm; }
inline NormalType &N() { return _norm; }
inline NormalType cN() const { return _norm; }
template < class RightValueType>
void ImportData(const RightValueType & rVert ){
if(rVert.IsNormalEnabled()) N().Import(rVert.cN());
T::ImportData( rVert);
}
static bool HasNormal() { return true; }
static void Name(std::vector<std::string> & name){name.push_back(std::string("Normal"));T::Name(name);}
private:
NormalType _norm;
};
template <class T> class Normal3s: public Normal<vcg::Point3s, T> {
public:static void Name(std::vector<std::string> & name){name.push_back(std::string("Normal3s"));T::Name(name);}
};
template <class T> class Normal3f: public Normal<vcg::Point3f, T> {
public: static void Name(std::vector<std::string> & name){name.push_back(std::string("Normal3f"));T::Name(name);}
};
template <class T> class Normal3d: public Normal<vcg::Point3d, T> {
public: static void Name(std::vector<std::string> & name){name.push_back(std::string("Normal3d"));T::Name(name);}
};
/*-------------------------- INCREMENTAL MARK ----------------------------------------*/
/*! \brief Per vertex \b Incremental \b Mark
It is just an int that allows to efficently un-mark the whole mesh. \sa UnmarkAll
*/
template <class T> class Mark: public T {
public:
Mark():_imark(0){}
inline const int &IMark() const { return _imark;}
inline int &IMark() { return _imark;}
inline int cIMark() const { return _imark;}
static bool HasMark() { return true; }
inline void InitIMark() { _imark = 0; }
template < class RightValueType>
void ImportData(const RightValueType & rVert ) { if(rVert.IsMarkEnabled()) IMark() = rVert.cIMark(); T::ImportData( rVert); }
static void Name(std::vector<std::string> & name){name.push_back(std::string("Mark"));T::Name(name);}
private:
int _imark;
};
/*-------------------------- TEXCOORD ----------------------------------------*/
/*! \brief \em Component: Per vertex \b Texture Coords
Note that to have multiple different TexCoord for a single vertex (as it happens on atlas where a vertex can belong to two triangles mapped on different portionof the texture) you have two options:
- duplicate vertexes
- use PerWedge Texture coords
*/
template <class A, class TT> class TexCoord: public TT {
public:
typedef A TexCoordType;
const TexCoordType &T() const { return _t; }
TexCoordType &T() { return _t; }
TexCoordType cT() const { return _t; }
template < class RightValueType>
void ImportData(const RightValueType & rVert ) { if(rVert.IsTexCoordEnabled()) T() = rVert.cT(); TT::ImportData( rVert); }
static bool HasTexCoord() { return true; }
static void Name(std::vector<std::string> & name){name.push_back(std::string("TexCoord"));TT::Name(name);}
private:
TexCoordType _t;
};
template <class TT> class TexCoord2s: public TexCoord<TexCoord2<short,1>, TT> {
public: static void Name(std::vector<std::string> & name){name.push_back(std::string("TexCoord2s"));TT::Name(name);}
};
template <class TT> class TexCoord2f: public TexCoord<TexCoord2<float,1>, TT> {
public: static void Name(std::vector<std::string> & name){name.push_back(std::string("TexCoord2f"));TT::Name(name);}
};
template <class TT> class TexCoord2d: public TexCoord<TexCoord2<double,1>, TT> {
public: static void Name(std::vector<std::string> & name){name.push_back(std::string("TexCoord2d"));TT::Name(name);}
};
/*------------------------- FLAGS -----------------------------------------*/
/*! \brief \em Component: Per vertex \b Flags
This component stores a 32 bit array of bit flags. These bit flags are used for keeping track of selection, deletion, visiting etc. \sa \ref flags for more details on common uses of flags.
*/
template <class T> class BitFlags: public T {
public:
BitFlags(){_flags=0;}
typedef int FlagType;
inline const int &Flags() const {return _flags; }
inline int &Flags() {return _flags; }
inline int cFlags() const {return _flags; }
template < class RightValueType>
void ImportData(const RightValueType & rVert ) { if(RightValueType::HasFlags()) Flags() = rVert.cFlags(); T::ImportData( rVert); }
static bool HasFlags() { return true; }
static void Name(std::vector<std::string> & name){name.push_back(std::string("BitFlags"));T::Name(name);}
private:
int _flags;
};
/*-------------------------- Color ----------------------------------*/
/*! \brief \em Component: Per vertex \b Color
*
* Usually most of the library expects a color stored as 4 unsigned chars (so the component you use is a \c vertex::Color4b)
* but you can also use float for the color components.
*/
template <class A, class T> class Color: public T {
public:
Color():_color(vcg::Color4b::White) {}
typedef A ColorType;
inline const ColorType &C() const { return _color; }
inline ColorType &C() { return _color; }
inline ColorType cC() const { return _color; }
template < class RightValueType>
void ImportData(const RightValueType & rVert ) { if(rVert.IsColorEnabled()) C() = rVert.cC(); T::ImportData( rVert); }
static bool HasColor() { return true; }
static void Name(std::vector<std::string> & name){name.push_back(std::string("Color"));T::Name(name);}
private:
ColorType _color;
};
template <class TT> class Color4b: public Color<vcg::Color4b, TT> {
public: static void Name(std::vector<std::string> & name){name.push_back(std::string("Color4b"));TT::Name(name);}
};
/*-------------------------- Quality ----------------------------------*/
/*! \brief \em Component: Per vertex \b quality
The Quality Component is a generic place for storing a float. The term 'quality' is a bit misleading and it is due to its original storic meaning. You should intend it as a general purpose container.
\sa vcg::tri::UpdateColor for methods transforming quality into colors
\sa vcg::tri::UpdateQuality for methods to manage it
*/
template <class A, class TT> class Quality: public TT {
public:
typedef A QualityType;
Quality():_quality(0) {}
inline const QualityType &Q() const { return _quality; }
inline QualityType &Q() { return _quality; }
inline QualityType cQ() const {return _quality; }
template < class RightValueType>
void ImportData(const RightValueType & rVert ) { if(rVert.IsQualityEnabled()) Q() = rVert.cQ(); TT::ImportData( rVert); }
static bool HasQuality() { return true; }
static void Name(std::vector<std::string> & name){name.push_back(std::string("Quality"));TT::Name(name);}
private:
QualityType _quality;
};
template <class TT> class Qualitys: public Quality<short, TT> {
public: static void Name(std::vector<std::string> & name){name.push_back(std::string("Qualitys"));TT::Name(name);}
};
template <class TT> class Qualityf: public Quality<float, TT> {
public: static void Name(std::vector<std::string> & name){name.push_back(std::string("Qualityf"));TT::Name(name);}
};
template <class TT> class Qualityd: public Quality<double, TT> {
public: static void Name(std::vector<std::string> & name){name.push_back(std::string("Qualityd"));TT::Name(name);}
};
/*-------------------------- Curvature ----------------------------------*/
/*! \brief \em Component: Per vertex basic \b curvature
This component keeps the mean an gaussian curvature for a vertex. Used by some of the algorithms of vcg::tri::UpdateCurvature to store the computed curvatures.
*/
template <class A, class TT> class Curvature: public TT {
public:
typedef Point2<A> CurvatureType;
typedef typename CurvatureType::ScalarType ScalarType;
const ScalarType &Kh() const { return _hk[0];}
const ScalarType &Kg() const { return _hk[1];}
ScalarType &Kh() { return _hk[0];}
ScalarType &Kg() { return _hk[1];}
ScalarType cKh() const { return _hk[0];}
ScalarType cKg() const { return _hk[1];}
template < class RightValueType>
void ImportData(const RightValueType & rVert ) {
if(rVert.IsCurvatureEnabled()) {
Kh() = rVert.cKh();
Kg() = rVert.cKg();
}
TT::ImportData( rVert);
}
static bool HasCurvature() { return true; }
static void Name(std::vector<std::string> & name){name.push_back(std::string("Curvature"));TT::Name(name);}
private:
Point2<A> _hk;
};
template <class T> class Curvaturef: public Curvature< float, T> {
public: static void Name(std::vector<std::string> & name){name.push_back(std::string("Curvaturef"));T::Name(name);}
};
template <class T> class Curvatured: public Curvature<double , T> {
public: static void Name(std::vector<std::string> & name){name.push_back(std::string("Curvatured"));T::Name(name);}
};
/*-------------------------- Curvature Direction ----------------------------------*/
/*! \brief \em Component: Per vertex \b curvature \b directions
This component keep the principal curvature directions. Used by some of the algorithms of vcg::tri::UpdateCurvature to store the computed curvatures.
*/
template <class A, class TT> class CurvatureDir: public TT {
public:
typedef A CurvatureDirType;
typedef typename CurvatureDirType::VecType VecType;
typedef typename CurvatureDirType::ScalarType ScalarType;
VecType &PD1(){ return _curv.max_dir;}
VecType &PD2(){ return _curv.min_dir;}
const VecType &cPD1() const {return _curv.max_dir;}
const VecType &cPD2() const {return _curv.min_dir;}
ScalarType &K1(){ return _curv.k1;}
ScalarType &K2(){ return _curv.k2;}
const ScalarType &cK1() const {return _curv.k1;}
const ScalarType &cK2() const {return _curv.k2;}
template < class RightValueType>
void ImportData(const RightValueType & rVert ) {
if(rVert.IsCurvatureDirEnabled()) {
PD1().Import(rVert.cPD1());
PD2().Import(rVert.cPD2());
K1() = rVert.cK1(); K2() = rVert.cK2();
}
TT::ImportData( rVert);
}
static bool HasCurvatureDir() { return true; }
static void Name(std::vector<std::string> & name){name.push_back(std::string("CurvatureDir"));TT::Name(name);}
private:
CurvatureDirType _curv;
};
template <class T> class CurvatureDirf: public CurvatureDir<CurvatureDirBaseType<float>, T> {
public: static void Name(std::vector<std::string> & name){name.push_back(std::string("CurvatureDirf"));T::Name(name);}
};
template <class T> class CurvatureDird: public CurvatureDir<CurvatureDirBaseType<double>, T> {
public: static void Name(std::vector<std::string> & name){name.push_back(std::string("CurvatureDird"));T::Name(name);}
};
/*-------------------------- Radius ----------------------------------*/
/*! \brief \em Component: Per vertex \b radius
This component keep a floating point value meant to be the average distance from the surrounding vertices. Used in point clouds by some of the point splatting and MLS surface algorithms.
*/
template <class A, class TT> class Radius: public TT {
public:
typedef A RadiusType;
const RadiusType &R() const { return _radius; }
RadiusType &R() { return _radius; }
RadiusType cR() const {return _radius; }
template < class RightValueType>
void ImportData(const RightValueType & rVert ) { if(rVert.IsRadiusEnabled()) R() = rVert.cR(); TT::ImportData( rVert); }
static bool HasRadius() { return true; }
static void Name(std::vector<std::string> & name){name.push_back(std::string("Radius"));TT::Name(name);}
private:
RadiusType _radius;
};
template <class TT> class Radiusf: public Radius<float, TT> {
public: static void Name(std::vector<std::string> & name){name.push_back(std::string("Radiusf"));TT::Name(name);}
};
/*----------------------------- VEADJ ------------------------------*/
/*! \brief \em Component: Per vertex \b Vertex-Edge adjacency relation
It stores a pointer to the first Edge of a list edges that is stored in a distributed way on the edges themselves.
\sa vcg::tri::UpdateTopology for functions that compute this relation
\sa iterators
*/
template <class T> class VEAdj: public T {
public:
VEAdj(){_ep=0;_zp=-1;}
typename T::EdgePointer &VEp() {return _ep; }
typename T::EdgePointer cVEp() const {return _ep; }
int &VEi() {return _zp; }
int cVEi() const {return _zp; }
template < class RightValueType>
void ImportData(const RightValueType & rVert ) { T::ImportData( rVert); }
static bool HasVEAdjacency() { return true; }
static void Name(std::vector<std::string> & name){name.push_back(std::string("VEAdj"));T::Name(name);}
private:
typename T::EdgePointer _ep ;
int _zp ;
};
/*----------------------------- VFADJ ------------------------------*/
/*! \brief \em Component: Per vertex \b Vertex-Face adjacency relation
It stores a pointer to the first face of a list of faces that is stored in a distributed way on the faces themselves.
Note that if you use this component it is expected that on the Face you use also the corresponding vcg::face::VFAdj component.
\sa vcg::tri::UpdateTopology for functions that compute this relation
\sa vcg::face::VFAdj
\sa iterators
*/
template <class T> class VFAdj: public T {
public:
VFAdj(){_fp=0;_zp=-1;}
typename T::FacePointer &VFp() { return _fp; }
typename T::FacePointer cVFp() const { return _fp; }
int &VFi() { return _zp; }
int cVFi() const { return _zp; }
template < class RightValueType>
void ImportData(const RightValueType & rVert ) { T::ImportData( rVert); }
static bool HasVFAdjacency() { return true; }
static void Name(std::vector<std::string> & name){name.push_back(std::string("VFAdj"));T::Name(name);}
private:
typename T::FacePointer _fp ;
int _zp ;
};
/*----------------------------- VHADJ ------------------------------*/
template <class T> class VHAdj: public T {
public:
VHAdj(){_hp=0;_zp=-1;}
typename T::HEdgePointer &VHp() {return _hp; }
typename T::HEdgePointer cVHp() const {return _hp; }
int &VHi() {return _zp; }
template < class RightValueType>
void ImportData(const RightValueType & rVert ) { T::ImportData( rVert); }
static bool HasVHAdjacency() { return true; }
static void Name(std::vector<std::string> & name){name.push_back(std::string("VHAdj"));T::Name(name);}
private:
typename T::HEdgePointer _hp ;
int _zp ;
};
/*----------------------------- VTADJ ------------------------------*/
template <class T> class VTAdj: public T {
public:
VTAdj() { _tp = 0; _zp=-1;}
typename T::TetraPointer &VTp() { return _tp; }
typename T::TetraPointer cVTp() const { return _tp; }
int &VTi() {return _zp; }
static bool HasVTAdjacency() { return true; }
static void Name( std::vector< std::string > & name ) { name.push_back( std::string("VTAdj") ); T::Name(name); }
private:
typename T::TetraPointer _tp ;
int _zp ;
};
/** @} */ // End Doxygen VertexComponentGroup
} // end namespace vert
}// end namespace vcg
#endif