325 lines
13 KiB
C++
325 lines
13 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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/****************************************************************************
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History
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$Log: not supported by cvs2svn $
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Revision 1.1 2007/05/09 10:31:53 ganovelli
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added
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****************************************************************************/
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#ifndef __VCG_TETRA_PLUS
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#define __VCG_TETRA_PLUS
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#include <vcg/space/point3.h>
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#include <vcg/space/texcoord2.h>
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#include <vcg/space/color4.h>
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#include <vcg/simplex/tetrahedron/component.h>
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namespace vcg {
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/*------------------------------------------------------------------*/
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/*
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The base class of all the recusive definition chain. It is just a container of the typenames of the various simplexes.
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These typenames must be known form all the derived classes.
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*/
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template <class BVT, class BET, class BFT, class BTT>
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class TetraTypeHolder{
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public:
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typedef BVT VertexType;
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typedef typename VertexType::CoordType CoordType;
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typedef typename VertexType::ScalarType ScalarType;
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typedef BET EdgeType;
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typedef BFT FaceType;
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typedef BTT TetraType;
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typedef BVT *VertPointer;
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typedef BET *EdgePointer;
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typedef BFT *FacePointer;
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typedef BTT *TetraPointer;
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static void Name(std::vector<std::string> & name){}
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// prot
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};
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/* The base class form which we start to add our components.
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it has the empty definition for all the standard members (coords, color flags)
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Note:
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in order to avoid both virtual classes and ambiguous definitions all
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the subsequent overrides must be done in a sequence of derivation.
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In other words we cannot derive and add in a single derivation step
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(with multiple ancestor), both the real (non-empty) normal and color but
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we have to build the type a step a time (deriving from a single ancestor at a time).
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*/
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template <class BVT, class BET=DumET, class BFT=DumFT, class BTT=DumTT>
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class TetraBase: public tetra::EmptyVertexRef<
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tetra::EmptyAdj<
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TetraTypeHolder <BVT, BET, BFT, BTT> > > {
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};
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// Metaprogramming Core
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template <class BVT, class BET, class BFT,class BTT,
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template <typename> class A>
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class TetraArity1: public A<TetraBase<BVT,BET,BFT,BTT> > {};
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template <class BVT, class BET, typename BFT, class BTT,
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template <typename> class A, template <typename> class B>
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class TetraArity2: public B<TetraArity1<BVT,BET,BFT,BTT, A> > {};
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template <class BVT, class BET, typename BFT,class BTT,
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template <typename> class A, template <typename> class B,
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template <typename> class C >
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class TetraArity3: public C<TetraArity2<BVT,BET,BFT,BTT, A, B> > {};
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template <class BVT, class BET, typename BFT,class BTT,
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template <typename> class A, template <typename> class B,
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template <typename> class C, template <typename> class D>
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class TetraArity4: public D<TetraArity3<BVT,BET,BFT,BTT, A, B, C> > {};
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template <class BVT, class BET, typename BFT,class BTT,
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template <typename> class A, template <typename> class B,
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template <typename> class C, template <typename> class D,
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template <typename> class E >
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class TetraArity5: public E<TetraArity4<BVT,BET,BFT,BTT, A, B, C, D> > {};
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template <class BVT, class BET, typename BFT,class BTT,
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template <typename> class A, template <typename> class B,
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template <typename> class C, template <typename> class D,
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template <typename> class E, template <typename> class F >
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class TetraArity6: public F<TetraArity5<BVT,BET,BFT,BTT, A, B, C, D, E> > {};
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template <class BVT, class BET, typename BFT,class BTT,
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template <typename> class A, template <typename> class B,
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template <typename> class C, template <typename> class D,
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template <typename> class E, template <typename> class F,
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template <typename> class G >
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class TetraArity7: public G<TetraArity6<BVT,BET,BFT,BTT, A, B, C, D, E, F> > {};
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template <class BVT, class BET, typename BFT,class BTT,
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template <typename> class A, template <typename> class B,
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template <typename> class C, template <typename> class D,
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template <typename> class E, template <typename> class F,
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template <typename> class G, template <typename> class H >
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class TetraArity8: public H<TetraArity7<BVT,BET,BFT,BTT, A, B, C, D, E, F, G> > {};
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/* The Real Big Face class;
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The class __FaceArityMax__ is the one that is the Last to be derived,
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and therefore is the only one to know the real members
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(after the many overrides) so all the functions with common behaviour
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using the members defined in the various Empty/nonEmpty component classes
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MUST be defined here.
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I.e. IsD() that uses the overridden Flags() member must be defined here.
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*/
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template <class BVT, class BET, typename BFT,class BTT,
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template <typename> class A, template <typename> class B,
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template <typename> class C, template <typename> class D,
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template <typename> class E, template <typename> class F,
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template <typename> class G, template <typename> class H,
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template <typename> class I >
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class TetraArityMax: public I<TetraArity8<BVT,BET,BFT,BTT, A, B, C, D, E, F, G, H> > {
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// ----- Flags stuff -----
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public:
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enum {
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DELETED = 0x00000001, // Face is deleted from the mesh
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NOTREAD = 0x00000002, // Face of the mesh is not readable
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NOTWRITE = 0x00000004, // Face of the mesh is not writable
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VISITED = 0x00000010, // Face has been visited. Usualy this is a per-algorithm used bit.
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SELECTED = 0x00000020, // Face is selected. Algorithms should try to work only on selected face (if explicitly requested)
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// Border _flags, it is assumed that BORDERi = BORDER0<<i
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BORDER0 = 0x00000040,
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BORDER1 = 0x00000080,
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BORDER2 = 0x00000100,
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BORDER3 = 0x00000200,
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// Crease _flags, it is assumed that FEATUREi = FEATURE0<<i
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// First user bit
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USER0 = 0x00004000
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};
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/// checks if the Face is deleted
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bool IsD() const {return (this->Flags() & DELETED) != 0;}
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/// checks if the Face is readable
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bool IsR() const {return (this->Flags() & NOTREAD) == 0;}
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/// checks if the Face is modifiable
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bool IsW() const {return (this->Flags() & NOTWRITE)== 0;}
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/// This funcion checks whether the Face is both readable and modifiable
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bool IsRW() const {return (this->Flags() & (NOTREAD | NOTWRITE)) == 0;}
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/// checks if the Face is Modified
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bool IsS() const {return (this->Flags() & SELECTED) != 0;}
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/// checks if the Face is Modified
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bool IsV() const {return (this->Flags() & VISITED) != 0;}
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/** Set the flag value
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@param flagp Valore da inserire nel flag
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*/
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void SetFlags(int flagp) {this->Flags()=flagp;}
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/** Set the flag value
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@param flagp Valore da inserire nel flag
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*/
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void ClearFlags() {this->Flags()=0;}
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/// deletes the Face from the mesh
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void SetD() {this->Flags() |=DELETED;}
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/// un-delete a Face
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void ClearD() {this->Flags() &=(~DELETED);}
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/// marks the Face as readable
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void SetR() {this->Flags() &=(~NOTREAD);}
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/// marks the Face as not readable
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void ClearR() {this->Flags() |=NOTREAD;}
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/// marks the Face as writable
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void SetW() {this->Flags() &=(~NOTWRITE);}
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/// marks the Face as notwritable
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void ClearW() {this->Flags() |=NOTWRITE;}
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/// select the Face
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void SetS() {this->Flags() |=SELECTED;}
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/// Un-select a Face
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void ClearS() {this->Flags() &= ~SELECTED;}
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/// select the Face
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void SetV() {this->Flags() |=VISITED;}
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/// Un-select a Face
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void ClearV() {this->Flags() &= ~VISITED;}
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/// This function checks if the face is selected
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bool IsB(int i) const {return (this->Flags() & (BORDER0<<i)) != 0;}
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/// This function select the face
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void SetB(int i) {this->Flags() |=(BORDER0<<i);}
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/// This funcion execute the inverse operation of SetS()
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void ClearB(int i) {this->Flags() &= (~(BORDER0<<i));}
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/// Return the first bit that is not still used
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static int &FirstUnusedBitFlag()
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{
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static int b =USER0;
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return b;
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}
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/// Allocate a bit among the flags that can be used by user. It updates the FirstUnusedBitFlag.
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static inline int NewBitFlag()
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{
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int bitForTheUser = FirstUnusedBitFlag();
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FirstUnusedBitFlag()=FirstUnusedBitFlag()<<1;
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return bitForTheUser;
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}
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/// De-allocate a pre allocated bit. It updates the FirstUnusedBitFlag.
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// Note you must deallocate bit in the inverse order of the allocation (as in a stack)
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static inline bool DeleteBitFlag(int bitval)
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{
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if(FirstUnusedBitFlag()>>1==bitval) {
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FirstUnusedBitFlag() = FirstUnusedBitFlag()>>1;
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return true;
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}
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assert(0);
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return false;
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}
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/// This function checks if the given user bit is true
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bool IsUserBit(int userBit){return (this->Flags() & userBit) != 0;}
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/// This function set the given user bit
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void SetUserBit(int userBit){this->Flags() |=userBit;}
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/// This function clear the given user bit
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void ClearUserBit(int userBit){this->Flags() &= (~userBit);}
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template<class BoxType>
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void GetBBox( BoxType & bb ) const
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{
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bb.Set(this->P(0));
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bb.Add(this->P(1));
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bb.Add(this->P(2));
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}
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};
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template < typename T=int>
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class TetraDefaultDeriver : public T {};
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/*
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These are the three main classes that are used by the library user to define its own Facees.
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The user MUST specify the names of all the type involved in a generic complex.
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so for example when defining a Face of a trimesh you must know the name of the type of the edge and of the face.
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Typical usage example:
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A Face with coords, flags and normal for use in a standard trimesh:
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class MyFaceNf : public FaceSimp2< VertProto, EdgeProto, MyFaceNf, face::Flag, face::Normal3f > {};
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A Face with coords, and normal for use in a tetrahedral mesh AND in a standard trimesh:
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class TetraFace : public FaceSimp3< VertProto, EdgeProto, TetraFace, TetraProto, face::Coord3d, face::Normal3f > {};
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A summary of the components that can be added to a face (see components.h for details):
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VertexRef
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Mark //Incremental mark (int)
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VTAdj //Topology vertex face adjacency
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(pointers to next face in the ring of the vertex
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TTAdj //topology: face face adj
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pointers to adjacent faces
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*/
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template <class BVT, class BET, class BFT, class BTT,
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template <typename> class A = TetraDefaultDeriver, template <typename> class B = TetraDefaultDeriver,
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template <typename> class C = TetraDefaultDeriver, template <typename> class D = TetraDefaultDeriver,
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template <typename> class E = TetraDefaultDeriver, template <typename> class F = TetraDefaultDeriver,
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template <typename> class G = TetraDefaultDeriver, template <typename> class H = TetraDefaultDeriver,
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template <typename> class I = TetraDefaultDeriver >
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class TetraSimp3: public TetraArityMax<BVT,BET,BFT,BTT, A, B, C, D, E, F, G, H, I> {};
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class DumTT;
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template <class BVT, class BET, class BFT,
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template <typename> class A = TetraDefaultDeriver, template <typename> class B = TetraDefaultDeriver,
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template <typename> class C = TetraDefaultDeriver, template <typename> class D = TetraDefaultDeriver,
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template <typename> class E = TetraDefaultDeriver, template <typename> class F = TetraDefaultDeriver,
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template <typename> class G = TetraDefaultDeriver, template <typename> class H = TetraDefaultDeriver,
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template <typename> class I = TetraDefaultDeriver >
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class TetraSimp2: public TetraArityMax<BVT,BET,BFT,DumTT, A, B, C, D, E, F, G, H, I> {};
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}// end namespace
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#endif
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