improved vertex component documentation
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@ -152,7 +152,7 @@ public:
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/*-------------------------- COORD ----------------------------------------*/
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/*-------------------------- COORD ----------------------------------------*/
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/*! \brief Geometric position of the vertex
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/*! \brief \em Component: \b Geometric \b Position of the vertex
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Stored as a templated Point3.
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Stored as a templated Point3.
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*/
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*/
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@ -180,9 +180,9 @@ public: static void Name(std::vector<std::string> & name){name.push_back(std::st
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};
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};
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/*-------------------------- NORMAL ----------------------------------------*/
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/*-------------------------- NORMAL ----------------------------------------*/
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/*! \brief Normal of the vertex
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/*! \brief \em Component: \b %Normal of the vertex
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Stored as a templated Point3. It can be of a different type of the Coord Component
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Stored as a templated Point3. The type of the normal can be different type with respect to the Coord component
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*/
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*/
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template <class A, class T> class Normal: public T {
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template <class A, class T> class Normal: public T {
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@ -216,7 +216,7 @@ public: static void Name(std::vector<std::string> & name){name.push_back(std::st
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/*-------------------------- INCREMENTAL MARK ----------------------------------------*/
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/*-------------------------- INCREMENTAL MARK ----------------------------------------*/
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/*! \brief Per vertex Incremental Mark
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/*! \brief Per vertex \b Incremental \b Mark
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It is just an int that allow to efficent un-marking of the whole mesh. \sa UnmarkAll
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It is just an int that allow to efficent un-marking of the whole mesh. \sa UnmarkAll
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*/
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*/
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@ -238,7 +238,7 @@ public:
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};
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};
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/*-------------------------- TEXCOORD ----------------------------------------*/
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/*-------------------------- TEXCOORD ----------------------------------------*/
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/*! \brief Per vertex Texture Coords
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/*! \brief \em Component: Per vertex \b Texture Coords
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Note that to have multiple different TexCoord for a single vertex (as it happens on atlas where a vertex can belong to two triangles mapped on different portionof the texture) you have two options:
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Note that to have multiple different TexCoord for a single vertex (as it happens on atlas where a vertex can belong to two triangles mapped on different portionof the texture) you have two options:
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- duplicate vertexes
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- duplicate vertexes
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@ -270,6 +270,10 @@ public: static void Name(std::vector<std::string> & name){name.push_back(std::st
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};
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};
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/*------------------------- FLAGS -----------------------------------------*/
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/*------------------------- FLAGS -----------------------------------------*/
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/*! \brief \em Component: Per vertex \b Flags
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This component stores a 32 bit array of bit flags. These bit flags are used for keeping track of selection, deletion, visiting etc. \sa \ref flags for more details on common uses of flags.
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*/
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template <class T> class BitFlags: public T {
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template <class T> class BitFlags: public T {
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public:
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public:
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@ -288,6 +292,11 @@ private:
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/*-------------------------- Color ----------------------------------*/
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/*-------------------------- Color ----------------------------------*/
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/*! \brief \em Component: Per vertex \b Color
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Usually most of the library expects a color stored as 4 unsigned chars (so the component you use is a \c vertex::Color4b)
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but you can also use float for the color components.
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*/
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template <class A, class T> class Color: public T {
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template <class A, class T> class Color: public T {
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public:
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public:
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@ -311,6 +320,12 @@ template <class TT> class Color4b: public Color<vcg::Color4b, TT> {
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};
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};
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/*-------------------------- Quality ----------------------------------*/
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/*-------------------------- Quality ----------------------------------*/
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/*! \brief \em Component: Per vertex \b quality
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The Quality Component is a generic place for storing a float. The term 'quality' is a bit misleading and it is due to its original storic meaning. You should intend it as a general purpose container.
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\sa vcg::tri::UpdateColor for methods transforming quality into colors
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\sa vcg::tri::UpdateQuality for methods to manage it
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*/
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template <class A, class TT> class Quality: public TT {
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template <class A, class TT> class Quality: public TT {
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public:
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public:
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@ -338,8 +353,9 @@ public: static void Name(std::vector<std::string> & name){name.push_back(std::st
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/*-------------------------- Curvature ----------------------------------*/
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/*-------------------------- Curvature ----------------------------------*/
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/*! \brief \em Component: Per vertex basic \b curvature
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This component keeps the mean an gaussian curvature for a vertex. Used by some of the algorithms of vcg::tri::UpdateCurvature to store the computed curvatures.
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*/
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template <class A, class TT> class Curvature: public TT {
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template <class A, class TT> class Curvature: public TT {
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public:
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public:
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typedef Point2<A> CurvatureType;
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typedef Point2<A> CurvatureType;
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@ -388,6 +404,10 @@ public:
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static void Name(std::vector<std::string> & name){TT::Name(name);}
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static void Name(std::vector<std::string> & name){TT::Name(name);}
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};
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};
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/*! \brief \em Component: Per vertex \b curvature \b directions
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This component keep the principal curvature directions. Used by some of the algorithms of vcg::tri::UpdateCurvature to store the computed curvatures.
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*/
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template <class A, class TT> class CurvatureDir: public TT {
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template <class A, class TT> class CurvatureDir: public TT {
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public:
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public:
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typedef A CurvatureDirType;
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typedef A CurvatureDirType;
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@ -428,7 +448,10 @@ public: static void Name(std::vector<std::string> & name){name.push_back(std::st
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};
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};
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/*-------------------------- Radius ----------------------------------*/
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/*-------------------------- Radius ----------------------------------*/
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/*! \brief \em Component: Per vertex \b radius
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This component keep a floating point value meant to be the average distance from the surrounding vertices. Used in point clouds by some of the point splatting and MLS surface algorithms.
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*/
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template <class A, class TT> class Radius: public TT {
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template <class A, class TT> class Radius: public TT {
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public:
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public:
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typedef A RadiusType;
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typedef A RadiusType;
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@ -449,6 +472,12 @@ public: static void Name(std::vector<std::string> & name){name.push_back(std::st
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/*----------------------------- VEADJ ------------------------------*/
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/*----------------------------- VEADJ ------------------------------*/
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/*! \brief \em Component: Per vertex \b Vertex-Edge adjacency relation
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It stores a pointer to the first Edge of a list edges that is stored in a distributed way on the edges themselves.
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\sa vcg::tri::UpdateTopology for functions that compute this relation
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\sa iterators
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*/
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template <class T> class VEAdj: public T {
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template <class T> class VEAdj: public T {
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public:
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public:
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@ -468,6 +497,14 @@ private:
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};
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};
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/*----------------------------- VFADJ ------------------------------*/
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/*----------------------------- VFADJ ------------------------------*/
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/*! \brief \em Component: Per vertex \b Vertex-Face adjacency relation
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It stores a pointer to the first Face of a list of Faces that is stored in a distributed way on the faces themselves.
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Note that if you use this component it is expected that on the Face you use also the corresponding vcg::face::VFAdj component.
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\sa vcg::tri::UpdateTopology for functions that compute this relation
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\sa iterators
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*/
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template <class T> class VFAdj: public T {
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template <class T> class VFAdj: public T {
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public:
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public:
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