/**************************************************************************** * 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 1.2 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 namespace vcg { namespace tri { /** \addtogroup trimesh */ /*@{*/ /// Management, updating and computation of per-vertex and per-face normals. /// This class is used to compute or update the normals that can be stored in the vertex or face component of a mesh. template 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; /// Calculates the vertex normal (if stored in the current face type) static void Box(ComputeMeshType &m) { m.bbox.SetNull(); VertexIterator vi; for(vi=m.vert.begin();vi!=m.vert.end();++vi) if( !(*vi).IsD() ) m.bbox.Add((*vi).P()); } 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() * 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