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