106 lines
4.2 KiB
C++
106 lines
4.2 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 1.1 2004/05/12 10:39:45 ganovelli
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created
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****************************************************************************/
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#ifndef __VCG_TRI_UPDATE_EDGES
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#define __VCG_TRI_UPDATE_EDGES
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#include <vcg/space/plane3.h>
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namespace vcg {
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namespace tri {
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/** \addtogroup trimesh */
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/*@{*/
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/// Management, updating and computation of per-vertex and per-face normals.
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/// This class is used to compute or update the normals that can be stored in the vertex or face component of a mesh.
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template <class ComputeMeshType>
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class UpdateEdges
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{
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public:
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typedef ComputeMeshType MeshType;
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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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typedef typename MeshType::FaceType::ScalarType ScalarType;
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/// Calculates the vertex normal (if stored in the current face type)
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static void Box(ComputeMeshType &m)
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{
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m.bbox.SetNull();
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VertexIterator vi;
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for(vi=m.vert.begin();vi!=m.vert.end();++vi)
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if( !(*vi).IsD() ) m.bbox.Add((*vi).P());
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}
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static void Set(ComputeMeshType &m)
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{
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FaceIterator f;
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for(f = m.face.begin(); f!=m.face.end(); ++f)
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if(!(*f).IsD())
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{
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// Primo calcolo degli edges
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(*f).edge[0] = (*f).V(1)->P(); (*f).edge[0] -= (*f).V(0)->P();
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(*f).edge[1] = (*f).V(2)->P(); (*f).edge[1] -= (*f).V(1)->P();
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(*f).edge[2] = (*f).V(0)->P(); (*f).edge[2] -= (*f).V(2)->P();
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// Calcolo di plane
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(*f).plane.SetDirection((*f).edge[0]^(*f).edge[1]);
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(*f).plane.SetOffset((*f).plane.Direction() * (*f).V(0)->P());
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(*f).plane.Normalize();
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// Calcolo migliore proiezione
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ScalarType nx = math::Abs((*f).plane.Direction()[0]);
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ScalarType ny = math::Abs((*f).plane.Direction()[1]);
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ScalarType nz = math::Abs((*f).plane.Direction()[2]);
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ScalarType d;
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if(nx>ny && nx>nz) { (*f).Flags() |= FaceType::NORMX; d = 1/(*f).plane.Direction()[0]; }
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else if(ny>nz) { (*f).Flags() |= FaceType::NORMY; d = 1/(*f).plane.Direction()[1]; }
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else { (*f).Flags() |= FaceType::NORMZ; d = 1/(*f).plane.Direction()[2]; }
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// Scalatura spigoli
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(*f).edge[0] *= d;
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(*f).edge[1] *= d;
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(*f).edge[2] *= d;
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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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