vcglib/vcg/complex/algorithms/update/texture.h

106 lines
3.9 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: position.h,v $
****************************************************************************/
#ifndef __VCG_TRI_UPDATE_TEXTURE
#define __VCG_TRI_UPDATE_TEXTURE
//#include <vcg/space/plane.h>
namespace vcg {
namespace tri {
/// \ingroup trimesh
/// \headerfile texture.h vcg/complex/algorithms/update/texture.h
/// \brief This class is used to update vertex position according to a transformation matrix.
template <class ComputeMeshType>
class UpdateTexture
{
public:
typedef ComputeMeshType MeshType;
typedef typename MeshType::ScalarType ScalarType;
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;
static void WedgeTexFromPlanar(ComputeMeshType &m, Plane3<ScalarType> &pl)
{
FaceIterator fi;
for(fi=m.face.begin();fi!=m.face.end();++fi)
if(!(*fi).IsD())
{
}
}
static void WedgeTexFromCamera(ComputeMeshType &m, Plane3<ScalarType> &pl)
{
}
/// Currently texture coords are kept for ALL the triangles of a mesh. The texture id is stored with each face.
/// if a given face should not have tex coord it has the default -1 value for texture ID.
/// This function will add an new fake texture, add that to the list of textures and change all the -1 id to that value.
static void WedgeTexRemoveNull(ComputeMeshType &m, const std::string &texturename)
{
bool found=false;
FaceIterator fi;
// first loop lets check that there are -1 indexed textured face
for(fi=m.face.begin();fi!=m.face.end();++fi)
if(!(*fi).IsD()) if((*fi).WT(0).N()==-1) found = true;
if(!found) return;
m.textures.push_back(texturename);
int nullId=m.textures.size()-1;
for(fi=m.face.begin();fi!=m.face.end();++fi)
if(!(*fi).IsD()) if((*fi).WT(0).N()==-1)
{
(*fi).WT(0).N() = nullId;
(*fi).WT(1).N() = nullId;
(*fi).WT(2).N() = nullId;
}
}
}; // end class
} // End namespace
} // End namespace
#endif