vcglib/apps/nexus/nxsalgo.h

79 lines
3.0 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 1.8 2005/02/21 17:55:36 ponchio
debug debug debug
Revision 1.7 2005/02/20 18:07:01 ponchio
cleaning.
Revision 1.6 2005/02/19 10:45:04 ponchio
Patch generalized and small fixes.
Revision 1.5 2005/02/18 13:04:13 ponchio
Added patch reordering.
Revision 1.4 2005/02/08 12:43:03 ponchio
Added copyright
****************************************************************************/
#ifndef NXS_ALGO_H
#define NXS_ALGO_H
#include <set>
#include <vector>
#include "patch.h"
#include <vcg/space/sphere3.h>
namespace nxs {
class Nexus;
class Patch;
struct ZEntry {
unsigned int id;
unsigned int pos;
bool operator<(const ZEntry &e) const { return pos < e.pos; }
};
//for every patch return close by (sphere intersecting)
//threshold is added to the distance to make sure we do not miss anything
void Connect(Nexus &nexus, std::vector< std::set<unsigned int> > &close,
float threshold);
void ComputeNormals(Nexus &nexus);
void Unify(Nexus &nexus, float threshold);
void ZSort(Nexus &nexus, std::vector<unsigned int> &forward,
std::vector<unsigned int> &backward);
// void TightSphere(vcg::Sphere3f &sphere, std::vector<vcg::Point3f> &points);
}
#endif