vcglib/vcg/complex/trimesh/update/edges.h

110 lines
4.4 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 1.4 2006/05/16 21:36:54 cignoni
Removed unused box function and rewrote initial comment.
Revision 1.3 2006/05/15 13:12:36 pietroni
Updating of edge values id divided into 2 functions ( the first one update only a face...) added also resetting of edges flags.. (see first line of Set function)
Revision 1.2 2004/05/12 18:52:35 ganovelli
removed call to ComputeRT and put its body here
Revision 1.1 2004/05/12 10:39:45 ganovelli
created
****************************************************************************/
#ifndef __VCG_TRI_UPDATE_EDGES
#define __VCG_TRI_UPDATE_EDGES
#include <vcg/space/plane3.h>
namespace vcg {
namespace tri {
/// \ingroup trimesh
/// \headerfile edges.h vcg/complex/trimesh/update/edges.h
/// \brief This class is used to compute or update the precomputed data used to efficiently compute point-face distances.
template <class ComputeMeshType>
class UpdateEdges
{
public:
typedef ComputeMeshType MeshType;
typedef typename MeshType::VertexType VertexType;
typedef typename MeshType::VertexPointer VertexPointer;
typedef typename MeshType::VertexIterator VertexIterator;
typedef typename MeshType::FaceType FaceType;
typedef typename MeshType::FacePointer FacePointer;
typedef typename MeshType::FaceIterator FaceIterator;
typedef typename MeshType::FaceType::ScalarType ScalarType;
static void Set(FaceType &f)
{
f.Flags() = f.Flags() & (~(FaceType::NORMX|FaceType::NORMY|FaceType::NORMZ));
// Primo calcolo degli edges
f.Edge(0) = f.V(1)->P(); f.Edge(0) -= f.V(0)->P();
f.Edge(1) = f.V(2)->P(); f.Edge(1) -= f.V(1)->P();
f.Edge(2) = f.V(0)->P(); f.Edge(2) -= f.V(2)->P();
// Calcolo di plane
f.Plane().SetDirection(f.Edge(0)^f.Edge(1));
f.Plane().SetOffset(f.Plane().Direction().dot(f.V(0)->P()));
f.Plane().Normalize();
// Calcolo migliore proiezione
ScalarType nx = math::Abs(f.Plane().Direction()[0]);
ScalarType ny = math::Abs(f.Plane().Direction()[1]);
ScalarType nz = math::Abs(f.Plane().Direction()[2]);
ScalarType d;
if(nx>ny && nx>nz) { f.Flags() |= FaceType::NORMX; d = 1/f.Plane().Direction()[0]; }
else if(ny>nz) { f.Flags() |= FaceType::NORMY; d = 1/f.Plane().Direction()[1]; }
else { f.Flags() |= FaceType::NORMZ; d = 1/f.Plane().Direction()[2]; }
// Scalatura spigoli
f.Edge(0)*=d;
f.Edge(1)*=d;
f.Edge(2)*=d;
}
static void Set(ComputeMeshType &m)
{
FaceIterator f;
for(f = m.face.begin(); f!=m.face.end(); ++f)
if(!(*f).IsD())
Set(*f);
}
}; // end class
} // End namespace
} // End namespace
#endif