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