vcglib/vcg/simplex/face/component_ep.h

100 lines
4.1 KiB
C++

/****************************************************************************
* VCGLib o o *
* Visual and Computer Graphics Library o o *
* _ O _ *
* Copyright(C) 2006 \/)\/ *
* 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. *
* *
****************************************************************************/
#ifndef __VCG_FACE_PLUS_COMPONENT_RT
#define __VCG_FACE_PLUS_COMPONENT_RT
#include <vcg/space/plane3.h>
namespace vcg {
namespace face {
template <class CoordType>
struct EdgePlaneInfo{
CoordType edge[3];
::vcg::Plane3<typename CoordType::ScalarType> plane;
typename CoordType::ScalarType edgescale;
};
/** \addtogroup face
@{
*/
/*! \brief Per Face Precomputed Edge/Plane
This component is used to speed up some geometric queries like the ray-triangle intersection or the Point-Triangle distance.
Before using it you have to initialize it using \ref UpdateComponentEP class
*/
template <class T> class EdgePlane: public T {
public:
typedef EdgePlaneInfo<typename T::VertexType::CoordType> EdgePlaneType;
typename T::VertexType::CoordType &Edge(const int j) {
return _ep.edge[j];
}
typename T::VertexType::CoordType cEdge(const int j)const {
return _ep.edge[j];
}
typename vcg::Plane3<typename T::VertexType::CoordType::ScalarType> &Plane() {
return _ep.plane;
}
typename vcg::Plane3<typename T::VertexType::CoordType::ScalarType> cPlane()const {
return _ep.plane;
}
static bool HasEdgePlane() { return true; }
static void Name(std::vector<std::string> & name){name.push_back(std::string("EdgePlane"));T::Name(name);}
private:
EdgePlaneType _ep;
};
// This empty class is rarely useful but you need it if you have code
// where you eventually decide (not at compile time) what closest algorithm you need.
// (for example in unit testing...)
template <class T> class EmptyEdgePlane: public T {
public:
typedef EdgePlaneInfo<typename T::VertexType::CoordType> EdgePlaneType;
typename T::VertexType::CoordType &Edge(const int ) { assert(0); static typename T::VertexType::CoordType dum; return dum;}
typename T::VertexType::CoordType &cEdge(const int ) const { assert(0); static typename T::VertexType::CoordType dum; return dum;}
typename vcg::Plane3<typename T::VertexType::CoordType::ScalarType> &Plane() {assert(0); static typename vcg::Plane3<typename T::VertexType::CoordType::ScalarType> dum; return dum;}
typename vcg::Plane3<typename T::VertexType::CoordType::ScalarType> &cPlane() const {assert(0); static typename vcg::Plane3<typename T::VertexType::CoordType::ScalarType> dum; return dum;}
static bool HasEdgePlane() { return false; }
static void Name(std::vector<std::string> & name){name.push_back(std::string(""));T::Name(name);}
};
/**
@}
*/
} // end namespace face
}// end namespace vcg
#endif