vcglib/apps/sample/trimesh_attribute/trimesh_attribute.cpp

91 lines
4.4 KiB
C++

/****************************************************************************
* VCGLib o o *
* Visual and Computer Graphics Library o o *
* _ O _ *
* Copyright(C) 2004-2012 \/)\/ *
* 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. *
* *
****************************************************************************/
#include<vcg/complex/complex.h>
class MyEdge;
class MyFace;
class MyVertex;
struct MyUsedTypes : public vcg::UsedTypes< vcg::Use<MyVertex> ::AsVertexType,
vcg::Use<MyFace> ::AsFaceType>{};
class MyVertex : public vcg::Vertex< MyUsedTypes, vcg::vertex::Coord3f,vcg::vertex::Normal3f>{};
class MyFace : public vcg::Face< MyUsedTypes, vcg::face::VertexRef, vcg::face::Normal3f> {};
class MyMesh : public vcg::tri::TriMesh< std::vector<MyVertex>, std::vector<MyFace> > {};
float Irradiance(MyMesh::VertexType v){
// .....
return 1.0;
}
int main()
{
MyMesh m;
//...here m is filled
// add a per-vertex attribute with type float named "Irradiance"
MyMesh::PerVertexAttributeHandle<float> ih = vcg::tri::Allocator<MyMesh>::AddPerVertexAttribute<float> (m,std::string("Irradiance"));
// add a per-vertex attribute with type float named "Radiosity"
vcg::tri::Allocator<MyMesh>::AddPerVertexAttribute<float> (m,std::string("Radiosity"));
// add a per-vertex attribute with type bool and no name specified
MyMesh::PerVertexAttributeHandle<bool> blocked_h = vcg::tri::Allocator<MyMesh>::AddPerVertexAttribute<bool> (m);
// add a per-vertex attribute with type bool and no name specified
MyMesh::PerFaceAttributeHandle<bool> blocked_hf = vcg::tri::Allocator<MyMesh>::AddPerFaceAttribute<bool> (m);
MyMesh::VertexIterator vi; int i = 0;
for(vi = m.vert.begin(); vi != m.vert.end(); ++vi,++i){
ih[vi] = Irradiance(*vi); // [] operator takes a iterator
ih[*vi] = Irradiance(*vi); // or a MyMesh::VertexType object
ih[&*vi]= Irradiance(*vi); // or a pointer to it
ih[i] = Irradiance(*vi); // or an integer index
}
// Once created with AddPerVertexAttribute, an handle to the attribute can be obtained as follows
MyMesh::PerVertexAttributeHandle<float> rh = vcg::tri::Allocator<MyMesh>::GetPerVertexAttribute<float>(m,"Radiosity");
// you can query if an attribute is present or not
bool hasRadiosity = vcg::tri::HasPerVertexAttribute(m,"Radiosity");
// you can delete an attibute by name
vcg::tri::Allocator<MyMesh>::DeletePerVertexAttribute(m,"Radiosity");
// you can delete an attibute by handle
vcg::tri::Allocator<MyMesh>::DeletePerVertexAttribute(m,blocked_h);
bool res ;
res = vcg::tri::Allocator<MyMesh>::IsValidHandle(m,ih);printf("%d\n",res);
res = vcg::tri::Allocator<MyMesh>::IsValidHandle(m,blocked_hf);printf("%d\n",res);
vcg::tri::Allocator<MyMesh>::DeletePerVertexAttribute(m,ih);
vcg::tri::Allocator<MyMesh>::DeletePerFaceAttribute(m,blocked_hf);
res = vcg::tri::Allocator<MyMesh>::IsValidHandle(m,ih);printf("%d\n",res);
res = vcg::tri::Allocator<MyMesh>::IsValidHandle(m,blocked_hf);printf("%d\n",res);
}