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// -*- Mode: C++; tab-width: 2; -*-
// vi: set ts=2:
//
#include <BALL/STRUCTURE/triangleEdge.h>
#include <BALL/STRUCTURE/triangle.h>
#include <BALL/STRUCTURE/trianglePoint.h>
namespace BALL
{
TrianglePoint::TrianglePoint()
: GraphVertex< TrianglePoint,TriangleEdge,Triangle >(),
point_(),
normal_()
{
}
TrianglePoint::TrianglePoint(const TVector3<double>& point, const TVector3<double>& normal)
: GraphVertex<TrianglePoint,TriangleEdge,Triangle>(),
point_(point),
normal_(normal)
{
}
TrianglePoint::TrianglePoint(const TrianglePoint& point, bool deep)
: GraphVertex< TrianglePoint,TriangleEdge,Triangle >
(point,deep),
point_(point.point_),
normal_(point.normal_)
{
}
TrianglePoint::~TrianglePoint()
{
}
void TrianglePoint::set(const TrianglePoint& point, bool deep)
{
if (this != &point)
{
GraphVertex< TrianglePoint,TriangleEdge,Triangle >::set
(point,deep);
point_.set(point.point_);
normal_.set(point.normal_);
}
}
TrianglePoint& TrianglePoint:: operator =
(const TrianglePoint& point)
{
if (this != &point)
{
GraphVertex< TrianglePoint,TriangleEdge,Triangle >::operator=
(point);
point_.set(point.point_);
normal_.set(point.normal_);
}
return *this;
}
TVector3<double> TrianglePoint::getPoint() const
{
return point_;
}
void TrianglePoint::setPoint(const TVector3<double>& point)
{
point_ = point;
}
TVector3<double> TrianglePoint::getNormal() const
{
return normal_;
}
void TrianglePoint::setNormal(const TVector3<double>& normal)
{
normal_ = normal;
normal_.normalize();
}
bool TrianglePoint::operator == (const TrianglePoint& point) const
{
return (point_ == point.point_);
}
bool TrianglePoint::operator != (const TrianglePoint& point) const
{
return (point_ != point.point_);
}
bool TrianglePoint::operator *= (const TrianglePoint& point) const
{
return (point_ == point.point_);
}
std::ostream& operator << (std::ostream& s, const TrianglePoint& point)
{
s << "POINT";
s << point.getIndex();
s << "( " << point.getPoint() << " " << point.getNormal() << " {";
TrianglePoint::ConstEdgeIterator e;
for (e = point.beginEdge(); e != point.endEdge(); e++)
{
s << (*e)->getIndex() << " ";
}
s << "} [";
TrianglePoint::ConstFaceIterator f;
for (f = point.beginFace(); f != point.endFace(); f++)
{
s << (*f)->getIndex() << " ";
}
s << "] )";
return s;
}
} // namespace BALL
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