File: texcoord2.h

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/****************************************************************************
* VCGLib                                                            o o     *
* Visual and Computer Graphics Library                            o     o   *
*                                                                _   O  _   *
* Copyright(C) 2004-2019                                           \/)\/    *
* 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.                                                         *
*                                                                           *
****************************************************************************/

#ifndef __VCGLIB_TEXCOORD2__
#define __VCGLIB_TEXCOORD2__

#include <vcg/space/point2.h>

namespace vcg {
/** \addtogroup space */
/*@{*/

/**
   \brief Templated class for a storing a set of 2D texture coord plus their texture id.

  This class is templated over two parameters:
  - the type of the texture coord and
  - the number of texcoord to be stored. This is useful when you have multiple
    coordinate set for the same entity (e.g. when you have two completely different
    parametrizations over the same surface);

  This class is intended to be used when multiple textures id are shared over the same surface.
  so for each coord the id of the texture is stored. If no texture id is needed see the vcg::TexCoord2Simple class.
*/

template<class T = float, int NMAX = 1>
class TexCoord2
{
public:
	typedef Point2<T> PointType;
	typedef T         ScalarType;

protected:
	PointType _t[NMAX];
	short     _n[NMAX];
public:

	TexCoord2(T u, T v){ _n[0]=0; _t[0][0]=u; _t[0][1]=v; }
	TexCoord2() { }

	inline const PointType &P() const { return _t[0]; }
	inline PointType &P() { return _t[0]; }

	inline const PointType &P(const int i) const { assert(i>=0 && i<NMAX); return _t[i]; }
	inline PointType &P(const int i) { assert(i>=0 && i<NMAX); return _t[i]; }

	/// Return a  reference to the u texture coordinate of the vertex
	inline       T & U() { return _t[0][0]; }
	/// Return a  reference to the v texture coordinate of the vertex
	inline       T & V() { return _t[0][1]; }
	/// Return a const reference to the u texture coordinate of the vertex
	inline const T & U() const { return _t[0][0]; }
	/// Return a const reference to the v texture coordinate of the vertex
	inline const T & V() const { return _t[0][1]; }
	inline       T & U( int i) { assert(i>=0 && i<NMAX);  return _t[i][0]; }
	inline       T & V( int i) { assert(i>=0 && i<NMAX);  return _t[i][1]; }
	inline const T & U( int i) const { assert(i>=0 && i<NMAX); return _t[i][0]; }
	inline const T & V( int i) const { assert(i>=0 && i<NMAX); return _t[i][1]; }

	/// Return a reference to the texture id of the vertex
	inline short & N()       { return _n[0]; }
	/// Return a const reference to the texture id of the vertex
	inline short   N() const { return _n[0]; }

	inline short & N(int i)       { assert(i>=0 && i<NMAX); return _n[i]; }
	inline short   N(int i) const { assert(i>=0 && i<NMAX); return _n[i]; }

	template <class S>
	inline void Import( const TexCoord2<S> & tc )
	{
		for (int i=0; i<NMAX; i++)
		{
			_t[i].Import(tc.P(i));
			_n[i] = tc.N(i);
		}
	}

  /* <OLD_METHODS> (lowercase ones). DEPRECATED. TO BE REMOVED SOON.*/
    /**/inline T & u() { return _t[0][0]; }
    /**/inline T & v() { return _t[0][1]; }
    /**/inline const T & u() const { return _t[0][0]; }
    /**/inline const T & v() const { return _t[0][1]; }
    /**/inline T & u( int i) { return _t[i][0]; }
    /**/inline T & v( int i) { return _t[i][1]; }
    /**/inline const T & u( int i) const { return _t[i][0]; }
    /**/inline const T & v( int i) const { return _t[i][1]; }
  /**/
    /**/inline short     & n() { return _n[0]; }
        /**/inline short n() const { return _n[0]; }
  /**/
    /**/inline short     & n( int i) { return _n[i]; }
        /**/inline short n( int i) const { return _n[i]; }
    /**/
    /**/inline Point2<T> & t( int i) { return _t[i]; }
    /**/inline Point2<T> t( int i) const { return _t[i]; }
  /**/
    /**/inline Point2<T> & t() { return _t[0]; }
    /**/inline Point2<T> t() const { return _t[0]; }
  /* </OLD_METHODS> */

	inline bool operator == ( const TexCoord2  & p ) const
	{
		for(int i=0;i<NMAX;++i)
			if(p._t[i] != _t[i] || p._n[i] != _n[i]) return false;
		return true;
	}

	inline bool operator != ( const TexCoord2 & p ) const
	{
		for(int i=0;i<NMAX;++i)
			if(p._t[i] != _t[i] || p._n[i] != _n[i]) return true;
		return false;
	}

	inline bool operator < ( const TexCoord2  & p ) const
	{
		for(int i=0;i<NMAX;++i)
			if(p._t[i] != _t[i]) return p._t[i] < _t[i];
		return false;
	}

	enum { n_coords=NMAX };
};

/**
    Templated class for a single 2D texture coord.
*/
template<class T = float >
class TexCoord2Simple
{
public:
  typedef Point2<T>  PointType;
  typedef T ScalarType;

private:
    Point2<T> _t;

    inline short & static_n() const
    {
        static short _n = 0;
        return _n;
    }

public:

    inline T & U() { return _t[0]; }
    inline T & V() { return _t[1]; }
    inline const T & U() const { return _t[0]; }
    inline const T & V() const { return _t[1]; }
    inline T & U(const int i) { (void)i; assert(i==0); return _t[0]; }
    inline T & V(const int i) { (void)i; assert(i==0); return _t[1]; }
    inline const T & U(const int i) const { (void)i; assert(i==0); return _t[0]; }
    inline const T & V(const int i) const { (void)i; assert(i==0); return _t[1]; }

    inline Point2<T> & P(const int i)       { (void)i; assert(i==0); return _t; }
    inline Point2<T>   P(const int i) const { (void)i; assert(i==0); return _t; }

    inline Point2<T> & P()       { return _t; }
    inline Point2<T>   P() const { return _t; }

    inline short & N()       { assert(static_n()==0); return static_n(); }
    inline short   N() const { assert(static_n()==0); return 0; }

    inline short & N(const int i)       { (void)i; assert(i==0); return static_n(); }
    inline short   N(const int i) const { (void)i; assert(i==0); return 0; }


/* <OLD_METHODS> (lowercase ones). DEPRECATED. TO BE REMOVED SOON.*/
    inline T & u() { return _t[0]; }
    inline T & v() { return _t[1]; }
    inline const T & u() const { return _t[0]; }
    inline const T & v() const { return _t[1]; }
    inline T & u(const int i) { (void)i; assert(i==0); return _t[0]; }
    inline T & v(const int i) { (void)i; assert(i==0); return _t[1]; }
    inline const T & u(const int i) const { (void)i; assert(i==0); return _t[0]; }
    inline const T & v(const int i) const { (void)i; assert(i==0); return _t[1]; }

    inline Point2<T> & t(const int i)       { (void)i; assert(i==0); return _t; }
    inline Point2<T>   t(const int i) const { (void)i; assert(i==0); return _t; }

    inline Point2<T> & t()       { return _t; }
    inline Point2<T>   t() const { return _t; }

    inline short & n()       { assert(static_n()==0); return static_n(); }
    inline short   n() const { assert(static_n()==0); return 0; }

    inline short & n(const int i)       { (void)i; assert(i==0); return static_n(); }
    inline short   n(const int i) const { (void)i; assert(i==0); return 0; }

/* </OLD_METHODS> */

    inline bool operator == ( TexCoord2Simple const & p ) const
        {
            return _t==p._t;
        }

    enum { n_coords=1};

};

typedef TexCoord2<float>  TexCoord2f;
typedef TexCoord2<double> TexCoord2d;

/*@}*/

}

#endif