vcglib/apps/sample/trimesh_attribute/trimesh_attribute.cpp

97 lines
5.1 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 | *
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* 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 *
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* (at your option) any later version. *
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* 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 *
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****************************************************************************/
/*! \file trimesh_attribute.cpp
\ingroup code_sample
\brief the minimal example of using the attributes
Attributes are a simple mechanism to associate user-defined 'attributes' to the simplicies and to the mesh.
\ref attributes 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> > {};
int main()
{
MyMesh m;
// add a per-vertex attribute with type float named "Irradiance"
MyMesh::PerVertexAttributeHandle<float> named_hv = vcg::tri::Allocator<MyMesh>:: GetPerVertexAttribute<float> (m,std::string("Irradiance"));
// add a per-vertex attribute with type float named "Radiosity"
vcg::tri::Allocator<MyMesh>:: GetPerVertexAttribute<float> (m,std::string("Radiosity"));
// add a per-vertex attribute with type bool and no name specified
MyMesh::PerVertexAttributeHandle<bool> anon_hv = vcg::tri::Allocator<MyMesh>:: GetPerVertexAttribute<bool> (m);
// add a per-face attribute with type bool and no name specified
MyMesh::PerFaceAttributeHandle<bool> anon_hf = vcg::tri::Allocator<MyMesh>:: GetPerFaceAttribute<bool> (m);
MyMesh::VertexIterator vi; int i = 0;
for(vi = m.vert.begin(); vi != m.vert.end(); ++vi,++i){
named_hv[vi] = 1.0f; // [] operator takes a iterator
named_hv[*vi] = 1.0f; // or a MyMesh::VertexType object
named_hv[&*vi]= 1.0f; // or a pointer to it
named_hv[i] = 1.0f; // or an integer index
}
vcg::tri::Allocator<MyMesh>::ClearPerVertexAttribute<float>(m,named_hv);
// query if an attribute is present or not
bool hasRadiosity = vcg::tri::HasPerVertexAttribute(m,"Radiosity");
// obtain another handle of a previously attribute
MyMesh::PerVertexAttributeHandle<float> ret_hv = vcg::tri::Allocator<MyMesh>:: FindPerVertexAttribute<float>(m,"Radiosity");
// you can also have PerMesh attributes
MyMesh::PerMeshAttributeHandle<int> hm = vcg::tri::Allocator<MyMesh>:: GetPerMeshAttribute<int> (m,std::string("ADummyIntegerAttribute"));
// PerMesh attributes are accessed directly using the handle itself
hm() = 10;
// delete an attribute by name
vcg::tri::Allocator<MyMesh>::DeletePerVertexAttribute(m,"Radiosity");
// delete an attribute by handle
vcg::tri::Allocator<MyMesh>::DeletePerVertexAttribute(m,anon_hv);
bool res;
res = vcg::tri::Allocator<MyMesh>::IsValidHandle(m,named_hv); printf("Is Valid: %s\n",res?"Yes":"No");
res = vcg::tri::Allocator<MyMesh>::IsValidHandle(m,anon_hf); printf("Is Valid: %s\n",res?"Yes":"No");
res = vcg::tri::Allocator<MyMesh>::IsValidHandle(m,hm); printf("Is Valid: %s\n",res?"Yes":"No");
vcg::tri::Allocator<MyMesh>::DeletePerVertexAttribute(m,ret_hv);
vcg::tri::Allocator<MyMesh>::DeletePerFaceAttribute(m,anon_hf);
res = vcg::tri::Allocator<MyMesh>::IsValidHandle(m,named_hv); printf("Is Valid: %s\n",res?"Yes":"No");
res = vcg::tri::Allocator<MyMesh>::IsValidHandle(m,anon_hf); printf("Is Valid: %s\n",res?"Yes":"No");
res = vcg::tri::Allocator<MyMesh>::IsValidHandle(m,hm); printf("Is Valid: %s\n",res?"Yes":"No");
}