vcglib/vcg/simplex/faceplus/component.h

366 lines
15 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: not supported by cvs2svn $
Revision 1.7 2006/01/09 13:58:55 cignoni
Added Initialization of Color in Vertex and Face Components
Revision 1.6 2005/11/22 15:49:39 cignoni
removed two spurious computenormal
Revision 1.5 2005/11/21 21:44:47 cignoni
Moved ComputeNormal and ComputeNormalizedNormal out of the face class (no more a member function!)
Revision 1.4 2005/11/18 15:44:49 cignoni
Access to constant normal changed from by val to by reference
Revision 1.3 2005/11/16 22:58:17 cignoni
Added IncrementalMark and WedgeTexCoord
Standardized name of flags. It is plural becouse each simplex has many flag.
Revision 1.2 2005/11/12 18:43:14 cignoni
added missing cFFi
Revision 1.1 2005/10/14 15:07:58 cignoni
First Really Working version
****************************************************************************/
#ifndef __VCG_FACE_PLUS_COMPONENT
#define __VCG_FACE_PLUS_COMPONENT
#include <vcg/space/triangle3.h>
namespace vcg {
namespace face {
/*
Some naming Rules
All the Components that can be added to a vertex should be defined in the namespace vert:
*/
/*-------------------------- VERTEX ----------------------------------------*/
template <class T> class EmptyVertexRef: public T {
public:
// typedef typename T::VertexType VertexType;
// typedef typename T::CoordType CoordType;
inline typename T::VertexType * & V( const int j ) { assert(0); static typename T::VertexType *vp=0; return vp; }
inline typename T::VertexType * const & V( const int j ) const { assert(0); static typename T::VertexType *vp=0; return vp; }
inline typename T::VertexType * const cV( const int j ) const { assert(0); static typename T::VertexType *vp=0; return vp; }
inline typename T::CoordType & P( const int j ) { assert(0); static typename T::CoordType coord(0, 0, 0); return coord; }
inline const typename T::CoordType & P( const int j ) const { assert(0); static typename T::CoordType coord(0, 0, 0); return coord; }
inline const typename T::CoordType &cP( const int j ) const { assert(0); static typename T::CoordType coord(0, 0, 0); return coord; }
static bool HasVertexRef() { return false; }
};
template <class T> class VertexRef: public T {
public:
// typedef typename T::VertexType VertexType;
// typedef typename T::VertexType::CoordType CoordType;
inline typename T::VertexType * & V( const int j ) { assert(j>=0 && j<3); return v[j]; }
inline typename T::VertexType * const & V( const int j ) const { assert(j>=0 && j<3); return v[j]; }
inline typename T::VertexType * const cV( const int j ) const { assert(j>=0 && j<3); return v[j]; }
// Shortcut per accedere ai punti delle facce
inline typename T::CoordType & P( const int j ) { assert(j>=0 && j<3); return v[j]->P(); }
inline const typename T::CoordType & P( const int j ) const { assert(j>=0 && j<3); return v[j]->cP(); }
inline const typename T::CoordType &cP( const int j ) const { assert(j>=0 && j<3); return v[j]->cP(); }
/** Return the pointer to the ((j+1)%3)-th vertex of the face.
@param j Index of the face vertex.
*/
inline typename T::VertexType * & V0( const int j ) { return V(j);}
inline typename T::VertexType * & V1( const int j ) { return V((j+1)%3);}
inline typename T::VertexType * & V2( const int j ) { return V((j+2)%3);}
inline const typename T::VertexType * const & V0( const int j ) const { return V(j);}
inline const typename T::VertexType * const & V1( const int j ) const { return V((j+1)%3);}
inline const typename T::VertexType * const & V2( const int j ) const { return V((j+2)%3);}
inline const typename T::VertexType * const & cV0( const int j ) const { return cV(j);}
inline const typename T::VertexType * const & cV1( const int j ) const { return cV((j+1)%3);}
inline const typename T::VertexType * const & cV2( const int j ) const { return cV((j+2)%3);}
/// Shortcut per accedere ai punti delle facce
inline typename T::CoordType & P0( const int j ) { return V(j)->P();}
inline typename T::CoordType & P1( const int j ) { return V((j+1)%3)->P();}
inline typename T::CoordType & P2( const int j ) { return V((j+2)%3)->P();}
inline const typename T::CoordType & P0( const int j ) const { return V(j)->P();}
inline const typename T::CoordType & P1( const int j ) const { return V((j+1)%3)->P();}
inline const typename T::CoordType & P2( const int j ) const { return V((j+2)%3)->P();}
inline const typename T::CoordType & cP0( const int j ) const { return cV(j)->P();}
inline const typename T::CoordType & cP1( const int j ) const { return cV((j+1)%3)->P();}
inline const typename T::CoordType & cP2( const int j ) const { return cV((j+2)%3)->P();}
inline typename T::VertexType * & UberV( const int j ) { assert(j>=0 && j<3); return v[j]; }
inline const typename T::VertexType * const & UberV( const int j ) const { assert(j>=0 && j<3); return v[j]; }
static bool HasVertexRef() { return true; }
private:
typename T::VertexType *v[3];
};
/*-------------------------- NORMAL ----------------------------------------*/
template <class T> class EmptyNormal: public T {
public:
//typedef vcg::Point3s NormalType;
typedef typename T::VertexType::NormalType NormalType;
NormalType &N() { static NormalType dummy_normal(0, 0, 0); return dummy_normal; }
const NormalType &cN() const { static NormalType dummy_normal(0, 0, 0); return dummy_normal; }
NormalType &WN(int) { static NormalType dummy_normal(0, 0, 0); return dummy_normal; }
const NormalType cWN(int) const { static NormalType dummy_normal(0, 0, 0); return dummy_normal; }
static bool HasWedgeNormal() { return false; }
static bool HasFaceNormal() { return false; }
static bool HasWedgeNormalOpt() { return false; }
static bool HasFaceNormalOpt() { return false; }
// void ComputeNormal() {assert(0);}
// void ComputeNormalizedNormal() {assert(0);}
};
template <class T> class NormalFromVert: public T {
public:
typedef typename T::VertexType::NormalType NormalType;
NormalType &N() { return _norm; }
NormalType &cN() const { return _norm; }
static bool HasFaceNormal() { return true; }
// void ComputeNormal() { _norm = vcg::Normal<typename T::FaceType>(*(static_cast<typename T::FaceType *>(this))); }
// void ComputeNormalizedNormal() { _norm = vcg::NormalizedNormal(*this);}
private:
NormalType _norm;
};
template <class T>
void ComputeNormal(T &f) { f.N() = vcg::Normal<T>(f); }
template <class T>
void ComputeNormalizedNormal(T &f) { f.N() = vcg::NormalizedNormal<T>(f); }
template <class A, class T> class NormalAbs: public T {
public:
typedef A NormalType;
NormalType &N() { return _norm; }
NormalType cN() const { return _norm; }
static bool HasFaceNormal() { return true; }
private:
NormalType _norm;
};
template <class T> class WedgeNormal: public T {
public:
typedef typename T::VertexType::NormalType NormalType;
NormalType &WN(const int j) { return _wnorm[j]; }
const NormalType cWN(const int j) const { return _wnorm[j]; }
static bool HasWedgeNormal() { return true; }
private:
NormalType _wnorm[3];
};
template <class T> class Normal3s: public NormalAbs<vcg::Point3s, T> {};
template <class T> class Normal3f: public NormalAbs<vcg::Point3f, T> {};
template <class T> class Normal3d: public NormalAbs<vcg::Point3d, T> {};
/*-------------------------- Texture ----------------------------------------*/
template <class TT> class EmptyWedgeTexture: public TT {
public:
typedef vcg::TCoord2<float,1> TexCoordType;
TexCoordType &WT(const int) { static TexCoordType dummy_texture; return dummy_texture;}
TexCoordType const &cWT(const int) const { static TexCoordType dummy_texture; return dummy_texture;}
static bool HasWedgeTexture() { return false; }
};
template <class A, class TT> class WedgeTexture: public TT {
public:
typedef A TexCoordType;
TexCoordType &WT(const int i) { return _wt[i]; }
TexCoordType const &cWT(const int i) const { return _wt[i]; }
static bool HasWedgeTexture() { return true; }
private:
TexCoordType _wt[3];
};
template <class TT> class WedgeTexture2s: public WedgeTexture<TCoord2<short,1>, TT> {};
template <class TT> class WedgeTexture2f: public WedgeTexture<TCoord2<float,1>, TT> {};
template <class TT> class WedgeTexture2d: public WedgeTexture<TCoord2<double,1>, TT> {};
/*------------------------- FLAGS -----------------------------------------*/
template <class T> class EmptyBitFlags: public T {
public:
/// Return the vector of Flags(), senza effettuare controlli sui bit
int &Flags() { static int dummyflags(0); return dummyflags; }
const int Flags() const { return 0; }
static bool HasFlags() { return false; }
};
template <class T> class BitFlags: public T {
public:
BitFlags(){_flags=0;}
int &Flags() {return _flags; }
const int Flags() const {return _flags; }
static bool HasFlags() { return true; }
private:
int _flags;
};
/*-------------------------- COLOR ----------------------------------*/
template <class T> class EmptyColorQuality: public T {
public:
typedef float QualityType;
typedef vcg::Color4b ColorType;
ColorType &C() { static ColorType dumcolor(vcg::Color4b::White); return dumcolor; }
ColorType &WC(const int) { static ColorType dumcolor(vcg::Color4b::White); return dumcolor; }
QualityType &Q() { static QualityType dummyQuality(0); return dummyQuality; }
static bool HasFaceColor() { return false; }
static bool HasWedgeColor() { return false; }
static bool HasFaceQuality() { return false; }
};
template <class A, class T> class Color: public T {
public:
typedef A ColorType;
Color():_color(vcg::Color4b::White) {}
ColorType &C() { return _color; }
static bool HasFaceColor() { return true; }
private:
ColorType _color;
};
template <class A, class T> class WedgeColor: public T {
public:
typedef A ColorType;
ColorType &WC(const int i) { return _color[i]; }
static bool HasFaceColor() { return true; }
private:
ColorType _color[3];
};
template <class T> class Color4b: public Color<vcg::Color4b, T> {};
/*-------------------------- Quality ----------------------------------*/
template <class T> class EmptyQuality: public T {
public:
};
template <class A, class T> class Quality: public T {
public:
typedef A QualityType;
QualityType &Q() { return _quality; }
static bool HasFaceQuality() { return true; }
private:
QualityType _quality;
};
template <class T> class Qualitys: public Quality<short, T> {};
template <class T> class Qualityf: public Quality<float, T> {};
template <class T> class Qualityd: public Quality<double, T> {};
/*-------------------------- INCREMENTAL MARK ----------------------------------------*/
template <class T> class EmptyMark: public T {
public:
static bool HasMark() { return false; }
static bool HasMarkOpt() { return false; }
inline void InitIMark() { }
inline int & IMark() { assert(0); static int tmp=-1; return tmp;}
inline const int IMark() const {return 0;}
};
template <class T> class Mark: public T {
public:
static bool HasMark() { return true; }
static bool HasMarkOpt() { return true; }
inline void InitIMark() { _imark = 0; }
inline int & IMark() { return _imark;}
inline const int & IMark() const {return _imark;}
private:
int _imark;
};
/*----------------------------- VFADJ ------------------------------*/
template <class T> class EmptyAdj: public T {
public:
typename T::FacePointer &VFp(const int) { static typename T::FacePointer fp=0; return fp; }
typename T::FacePointer const cVFp(const int) const { static typename T::FacePointer const fp=0; return fp; }
typename T::FacePointer &FFp(const int) { static typename T::FacePointer fp=0; return fp; }
typename T::FacePointer const cFFp(const int) const { static typename T::FacePointer const fp=0; return fp; }
char &VFi(const int j){static char z=0; return z;};
char &FFi(const int j){static char z=0; return z;};
static bool HasVFAdjacency() { return false; }
static bool HasFFAdjacency() { return false; }
static bool HasFFAdjacencyOpt() { return false; }
static bool HasVFAdjacencyOpt() { return false; }
};
template <class T> class VFAdj: public T {
public:
typename T::FacePointer &VFp(const int j) { assert(j>=0 && j<3); return _vfp[j]; }
typename T::FacePointer const VFp(const int j) const { assert(j>=0 && j<3); return _vfp[j]; }
typename T::FacePointer const cVFp(const int j) const { assert(j>=0 && j<3); return _vfp[j]; }
char &VFi(const int j) {return _vfi[j]; }
static bool HasVFAdjacency() { return true; }
static bool HasVFAdjacencyOpt() { return false; }
private:
typename T::FacePointer _vfp[3] ;
char _vfi[3] ;
};
/*----------------------------- FFADJ ------------------------------*/
template <class T> class FFAdj: public T {
public:
typename T::FacePointer &FFp(const int j) { assert(j>=0 && j<3); return _ffp[j]; }
typename T::FacePointer const FFp(const int j) const { assert(j>=0 && j<3); return _ffp[j]; }
typename T::FacePointer const cFFp(const int j) const { assert(j>=0 && j<3); return _ffp[j]; }
char &FFi(const int j) { return _ffi[j]; }
const char &cFFi(const int j) const { return _ffi[j]; }
static bool HasFFAdjacency() { return true; }
static bool HasFFAdjacencyOpt() { return false; }
private:
typename T::FacePointer _ffp[3] ;
char _ffi[3] ;
};
} // end namespace vert
}// end namespace vcg
#endif