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/* ----------------------------------------------------------------------- *
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* This file is part of GEL, http://www.imm.dtu.dk/GEL
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* Copyright (C) the authors and DTU Informatics
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* For license and list of authors, see ../../doc/intro.pdf
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* ----------------------------------------------------------------------- */
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/**
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* @file IndexedFaceSet.h
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* @brief Simple indexed triangle mesh data structure.
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*/
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#ifndef __GEOMETRY_GEOMETRY_INDEXED_FACE_SET_H__
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#define __GEOMETRY_GEOMETRY_INDEXED_FACE_SET_H__
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#include <vector>
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#include "../CGLA/Vec3f.h"
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#include "../CGLA/Vec3i.h"
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namespace Geometry
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{
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const CGLA::Vec3i NULL_FACE(-1,-1,-1);
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/** \brief This class represents the simplest possible triangle mesh data
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structure.
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Faces must be triangular, and 3D coordinates are the only values
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associated with the vertices. */
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class IndexedFaceSet
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{
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/// Vertices
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std::vector<CGLA::Vec3f> verts;
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/// Vec3is (which must be triangles)
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std::vector<CGLA::Vec3i> faces;
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public:
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IndexedFaceSet(): verts(0), faces(0) {}
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// ----------------------------------------
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// Functions that operate on faces
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// ----------------------------------------
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/** Add a face and return the index of the new face.
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If the optional idx argument is present, the face array is resized so
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that the new index == idx. */
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int add_face(const CGLA::Vec3i& f, int idx=-1)
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{
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if(idx < 0)
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idx = static_cast<int>(faces.size());
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faces.resize(idx+1,NULL_FACE);
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faces[idx] = f;
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return idx;
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}
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/// Return the number of faces.
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int no_faces() const {return static_cast<int>(faces.size());}
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/** Return the face corresponding to a given index.
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The NULL_FACE is returned if the index is out of bounds. */
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const CGLA::Vec3i& face(size_t idx) const
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{
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if(idx<faces.size())
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return faces[idx];
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return NULL_FACE;
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}
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/// Assign f to a face of index idx
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CGLA::Vec3i& face_rw(int idx)
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{
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return faces[idx];
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}
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// ----------------------------------------
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// Functions that operate on vertices
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// ----------------------------------------
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/// Add a vertex and return the index of the vertex.
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int add_vertex(const CGLA::Vec3f& v)
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{
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int idx= static_cast<int>(verts.size());
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verts.push_back(v);
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return idx;
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}
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/// Return the number of vertices.
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int no_vertices() const {return static_cast<int>(verts.size());}
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/** Return the vertex corresponding to a given index.
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User is responsible for bounds checking. */
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const CGLA::Vec3f& vertex(int idx) const
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{
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return verts[idx];
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}
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/// Assign v to a vertex of index idx
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CGLA::Vec3f& vertex_rw(int idx)
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{
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return verts[idx];
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}
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};
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}
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#endif
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