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+//
+// Filename : Silhouette.h
+// Author(s) : Stephane Grabli
+// Purpose : Classes to define a silhouette structure
+// Date of creation : 25/03/2002
+//
+///////////////////////////////////////////////////////////////////////////////
+
+
+//
+// Copyright (C) : Please refer to the COPYRIGHT file distributed
+// with this source distribution.
+//
+// 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 for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+//
+///////////////////////////////////////////////////////////////////////////////
+
+#ifndef SILHOUETTE_H
+# define SILHOUETTE_H
+
+# include "Interface0D.h"
+# include "Interface1D.h"
+# include <iostream>
+# include <string>
+# include <vector>
+# include <set>
+# include <float.h>
+# include "../system/FreestyleConfig.h"
+# include "../geometry/Geom.h"
+# include "../geometry/BBox.h"
+# include "../scene_graph/FrsMaterial.h"
+# include "../geometry/Polygon.h"
+# include "../system/Exception.h"
+# include "../winged_edge/Curvature.h"
+
+using namespace std;
+using namespace Geometry;
+
+class ViewShape;
+typedef vector<ViewShape*> occluder_container;
+
+ /**********************************/
+ /* */
+ /* */
+ /* SVertex */
+ /* */
+ /* */
+ /**********************************/
+
+class FEdge;
+class ViewVertex;
+class SShape;
+
+/*! Class to define a vertex of the embedding. */
+class LIB_VIEW_MAP_EXPORT SVertex : public Interface0D
+{
+public: // Implementation of Interface0D
+
+ /*! Returns the string "SVertex" .*/
+ virtual string getExactTypeName() const {
+ return "SVertex";
+ }
+
+ // Data access methods
+
+ /*! Returns the 3D x coordinate of the vertex .*/
+ virtual real getX() const {
+ return _Point3D.x();
+ }
+
+ /*! Returns the 3D y coordinate of the vertex .*/
+ virtual real getY() const {
+ return _Point3D.y();
+ }
+
+ /*! Returns the 3D z coordinate of the vertex .*/
+ virtual real getZ() const {
+ return _Point3D.z();
+ }
+
+ /*! Returns the 3D point. */
+ virtual Vec3f getPoint3D() const {
+ return _Point3D;
+ }
+
+ /*! Returns the projected 3D x coordinate of the vertex .*/
+ virtual real getProjectedX() const {
+ return _Point2D.x();
+ }
+
+ /*! Returns the projected 3D y coordinate of the vertex .*/
+ virtual real getProjectedY() const {
+ return _Point2D.y();
+ }
+
+ /*! Returns the projected 3D z coordinate of the vertex .*/
+ virtual real getProjectedZ() const {
+ return _Point2D.z();
+ }
+
+ /*! Returns the 2D point. */
+ virtual Vec2f getPoint2D() const {
+ return Vec2f((float)_Point2D.x(),(float)_Point2D.y());
+ }
+
+ /*! Returns the FEdge that lies between this Svertex and the
+ * Interface0D given as argument. */
+ virtual FEdge* getFEdge(Interface0D&);
+
+ /*! Returns the Id of the vertex .*/
+ virtual Id getId() const {
+ return _Id;
+ }
+
+ /*! Returns the nature of the vertex .*/
+ virtual Nature::VertexNature getNature() const;
+
+ /*! Cast the Interface0D in SVertex if it can be. */
+ virtual SVertex * castToSVertex();
+
+ /*! Cast the Interface0D in ViewVertex if it can be. */
+ virtual ViewVertex * castToViewVertex();
+
+ /*! Cast the Interface0D in NonTVertex if it can be. */
+ virtual NonTVertex * castToNonTVertex();
+
+ /*! Cast the Interface0D in TVertex if it can be. */
+ virtual TVertex * castToTVertex();
+
+public:
+
+ typedef vector<FEdge*> fedges_container;
+
+private:
+
+ Id _Id;
+ Vec3r _Point3D;
+ Vec3r _Point2D;
+ set<Vec3r> _Normals;
+ vector<FEdge*> _FEdges; // the edges containing this vertex
+ SShape *_Shape; // the shape to which belongs the vertex
+ ViewVertex *_pViewVertex; // The associated viewvertex, in case there is one.
+ real _curvatureFredo;
+ Vec2r _directionFredo;
+ CurvatureInfo* _curvature_info;
+
+public:
+
+ /*! A field that can be used by the user to store any data.
+ * This field must be reseted afterwards using ResetUserData().
+ */
+ void *userdata;
+
+ /*! Default constructor.*/
+ inline SVertex() {
+ _Id = 0;
+ userdata = NULL;
+ _Shape = NULL;
+ _pViewVertex = 0;
+ _curvature_info = 0;
+ }
+
+ /*! Builds a SVertex from 3D coordinates and an Id. */
+ inline SVertex(const Vec3r &iPoint3D, const Id& id) {
+ _Point3D = iPoint3D;
+ _Id=id;
+ userdata = NULL;
+ _Shape = NULL;
+ _pViewVertex=0;
+ _curvature_info = 0;
+ }
+
+ /*! Copy constructor. */
+ inline SVertex(SVertex& iBrother) {
+ _Id = iBrother._Id;
+ _Point3D = iBrother.point3D();
+ _Point2D = iBrother.point2D();
+ _Normals = iBrother._Normals;
+ _FEdges = iBrother.fedges();
+ _Shape = iBrother.shape();
+ _pViewVertex = iBrother._pViewVertex;
+ if (!(iBrother._curvature_info))
+ _curvature_info = 0;
+ else
+ _curvature_info = new CurvatureInfo(*(iBrother._curvature_info));
+ iBrother.userdata = this;
+ userdata = 0;
+ }
+
+ /*! Destructor. */
+ virtual ~SVertex() {
+ if (_curvature_info)
+ delete _curvature_info;
+ }
+
+ /*! Cloning method. */
+ virtual SVertex * duplicate() {
+ SVertex *clone = new SVertex(*this);
+ return clone;
+ }
+
+ /*! operator == */
+ virtual bool operator==(const SVertex& iBrother) {
+ return ((_Point2D == iBrother._Point2D) &&
+ (_Point3D == iBrother._Point3D));
+ }
+
+ /* accessors */
+ inline const Vec3r& point3D() const {return _Point3D;}
+ inline const Vec3r& point2D() const {return _Point2D;}
+ /*! Returns the set of normals for this Vertex.
+ * In a smooth surface, a vertex has exactly one normal.
+ * In a sharp surface, a vertex can have any number of normals.
+ */
+ inline set<Vec3r> normals() {return _Normals;}
+ /*! Returns the number of different normals for this vertex. */
+ inline unsigned normalsSize() const {return _Normals.size();}
+ inline const vector<FEdge*>& fedges() {return _FEdges;}
+ inline fedges_container::iterator fedges_begin() {return _FEdges.begin();}
+ inline fedges_container::iterator fedges_end() {return _FEdges.end();}
+ inline SShape * shape() {return _Shape;}
+ inline real z() const {return _Point2D[2];}
+ /*! If this SVertex is also a ViewVertex, this method
+ * returns a pointer onto this ViewVertex. 0 is returned
+ * otherwise.
+ */
+ inline ViewVertex * viewvertex() {return _pViewVertex;}
+
+ /*! modifiers */
+ /*! Sets the 3D coordinates of the SVertex. */
+ inline void setPoint3D(const Vec3r &iPoint3D) {_Point3D = iPoint3D;}
+ /*! Sets the 3D projected coordinates of the SVertex. */
+ inline void setPoint2D(const Vec3r &iPoint2D) {_Point2D = iPoint2D;}
+ /*! Adds a normal to the Svertex's set of normals. If the same
+ * normal is already in the set, nothing changes.
+ */
+ inline void AddNormal(const Vec3r& iNormal)
+ {
+ _Normals.insert(iNormal); // if iNormal in the set already exists, nothing is done
+ }
+
+ void setCurvatureInfo(CurvatureInfo* ci) {
+ if (_curvature_info) // Q. is this an error condition? (T.K. 02-May-2011)
+ delete _curvature_info;
+ _curvature_info = ci;
+ }
+
+ const CurvatureInfo* getCurvatureInfo() const {
+ return _curvature_info;
+ }
+
+ /* Fredo's normal and curvature*/
+ void setCurvatureFredo(real c) {_curvatureFredo=c;}
+ void setDirectionFredo(Vec2r d) {_directionFredo=d;}
+ real curvatureFredo () {return _curvatureFredo;}
+ const Vec2r directionFredo () {return _directionFredo;}
+
+ /*! Sets the Id */
+ inline void setId(const Id& id) {_Id = id;}
+ inline void setFEdges(const vector<FEdge*>& iFEdges) {_FEdges = iFEdges;}
+ inline void setShape(SShape *iShape) {_Shape = iShape;}
+ inline void setViewVertex(ViewVertex *iViewVertex) {_pViewVertex = iViewVertex;}
+ /*! Add an FEdge to the list of edges emanating from this SVertex. */
+ inline void AddFEdge(FEdge* iFEdge) {_FEdges.push_back(iFEdge);}
+ /* replaces edge 1 by edge 2 in the list of edges */
+ inline void Replace(FEdge *e1, FEdge *e2)
+ {
+ vector<FEdge*>::iterator insertedfe;
+ for(vector<FEdge*>::iterator fe=_FEdges.begin(),fend=_FEdges.end();
+ fe!=fend;
+ fe++)
+ {
+ if((*fe) == e1)
+ {
+ insertedfe = _FEdges.insert(fe, e2);// inserts e2 before fe.
+ // returns an iterator pointing toward e2. fe is invalidated.
+ // we want to remove e1, but we can't use fe anymore:
+ insertedfe++; // insertedfe points now to e1
+ _FEdges.erase(insertedfe);
+ return;
+ }
+ }
+ }
+
+public:
+
+ /* Information access interface */
+
+ FEdge *fedge() ; // for non T vertex
+ inline const Vec3r& point2d() const {return point2D();}
+ inline const Vec3r& point3d() const {return point3D();}
+ inline Vec3r normal() const {if(_Normals.size() == 1) return (*(_Normals.begin())); Exception::raiseException(); return *(_Normals.begin());}
+ //Material material() const ;
+ Id shape_id() const ;
+ const SShape* shape() const ;
+ float shape_importance() const ;
+
+ const int qi() const ;
+ occluder_container::const_iterator occluders_begin() const ;
+ occluder_container::const_iterator occluders_end() const ;
+ bool occluders_empty() const ;
+ int occluders_size() const ;
+ const Polygon3r& occludee() const ;
+ const SShape * occluded_shape() const ;
+ const bool occludee_empty() const ;
+ real z_discontinuity() const ;
+ //inline float local_average_depth() const ;
+ // inline float local_depth_variance() const ;
+ // inline real local_average_density(float sigma = 2.3f) const ;
+ //inline Vec3r shaded_color() const ;
+ // inline Vec3r orientation2d() const ;
+ // inline Vec3r orientation3d() const ;
+ // inline Vec3r curvature2d_as_vector() const ;
+ /*! angle in radians */
+ // inline real curvature2d_as_angle() const ;
+
+};
+
+ /**********************************/
+ /* */
+ /* */
+ /* FEdge */
+ /* */
+ /* */
+ /**********************************/
+
+
+class ViewEdge;
+/*! Base Class for feature edges.
+ * This FEdge can represent a silhouette, a crease,
+ * a ridge/valley, a border or a suggestive contour.
+ * For silhouettes, the FEdge is oriented
+ * such as, the visible face lies on the left of the edge.
+ * For borders, the FEdge is oriented
+ * such as, the face lies on the left of the edge.
+ * An FEdge can represent an initial edge of the mesh
+ * or runs accross a face of the initial mesh depending
+ * on the smoothness or sharpness of the mesh.
+ * This class is specialized into a smooth and a sharp
+ * version since their properties slightly vary from
+ * one to the other.
+ */
+class LIB_VIEW_MAP_EXPORT FEdge : public Interface1D
+{
+public: // Implementation of Interface0D
+
+ /*! Returns the string "FEdge" . */
+ virtual string getExactTypeName() const {
+ return "FEdge";
+ }
+
+ // Data access methods
+
+ /*! Returns the 2D length of the FEdge. */
+ virtual real getLength2D() const {
+ if (!_VertexA || !_VertexB)
+ return 0;
+ return (_VertexB->getPoint2D() - _VertexA->getPoint2D()).norm();
+ }
+
+ /*! Returns the Id of the FEdge. */
+ virtual Id getId() const {
+ return _Id;
+ }
+
+public:
+
+ // An edge can only be of one kind (SILHOUETTE or BORDER, etc...)
+ // For an multi-nature edge there must be several different FEdge.
+ // DEBUG:
+ // Vec3r A;
+ // Vec3r u;
+ // vector<Polygon3r> _Occludees;
+ // Vec3r intersection;
+ // vector<Vec3i> _Cells;
+
+protected:
+ SVertex *_VertexA;
+ SVertex *_VertexB;
+ Id _Id;
+ Nature::EdgeNature _Nature;
+ //vector<Polygon3r> _Occluders; // visibility // NON GERE PAR LE COPY CONSTRUCTOR!!
+
+ FEdge *_NextEdge; // next edge on the chain
+ FEdge *_PreviousEdge;
+ ViewEdge *_ViewEdge;
+ // Sometimes we need to deport the visibility computation onto another
+ // edge. For example the exact edges use edges of the mesh to
+ // compute their visibility
+
+ Polygon3r _aFace; // The occluded face which lies on the right of a silhouette edge
+ Vec3r _occludeeIntersection;
+ bool _occludeeEmpty;
+
+ bool _isSmooth;
+
+ bool _isInImage;
+
+public:
+ /*! A field that can be used by the user to store any data.
+ * This field must be reseted afterwards using ResetUserData().
+ */
+ void *userdata;
+ /*! Default constructor */
+ inline FEdge() {
+ userdata = NULL;
+ _VertexA = NULL;
+ _VertexB = NULL;
+ _Nature = Nature::NO_FEATURE;
+ _NextEdge = NULL;
+ _PreviousEdge = NULL;
+ _ViewEdge = NULL;
+ //_hasVisibilityPoint=false;
+ _occludeeEmpty = true;
+ _isSmooth = false;
+ _isInImage = true;
+ }
+ /*! Builds an FEdge going from vA to vB. */
+ inline FEdge(SVertex *vA, SVertex *vB) {
+ userdata = NULL;
+ _VertexA = vA;
+ _VertexB = vB;
+ _Nature = Nature::NO_FEATURE;
+ _NextEdge=NULL;
+ _PreviousEdge=NULL;
+ _ViewEdge = NULL;
+ //_hasVisibilityPoint=false;
+ _occludeeEmpty = true;
+ _isSmooth = false;
+ _isInImage = true;
+ }
+ /*! Copy constructor */
+ inline FEdge(FEdge& iBrother)
+ {
+ _VertexA = iBrother.vertexA();
+ _VertexB = iBrother.vertexB();
+ _NextEdge = iBrother.nextEdge();
+ _PreviousEdge = iBrother._PreviousEdge;
+ _Nature = iBrother.getNature();
+ _Id = iBrother._Id;
+ _ViewEdge = iBrother._ViewEdge;
+ //_hasVisibilityPoint = iBrother._hasVisibilityPoint;
+ //_VisibilityPointA = iBrother._VisibilityPointA;
+ //_VisibilityPointB = iBrother._VisibilityPointB;
+ _aFace = iBrother._aFace;
+ _occludeeEmpty = iBrother._occludeeEmpty;
+ _isSmooth = iBrother._isSmooth;
+ _isInImage = iBrother._isInImage;
+ iBrother.userdata = this;
+ userdata = 0;
+ }
+ /*! Destructor */
+ virtual ~FEdge() {}
+ /*! Cloning method. */
+ virtual FEdge* duplicate()
+ {
+ FEdge *clone = new FEdge(*this);
+ return clone;
+ }
+ /* accessors */
+ /*! Returns the first SVertex. */
+ inline SVertex* vertexA() {return _VertexA;}
+ /*! Returns the second SVertex. */
+ inline SVertex* vertexB() {return _VertexB;}
+ /*! Returns the first SVertex if i=0, the seccond SVertex
+ * if i=1. */
+ inline SVertex* operator[](const unsigned short int& i) const{
+ return i%2==0 ? _VertexA : _VertexB;
+ }
+ /*! Returns the nature of the FEdge. */
+ inline Nature::EdgeNature getNature() const {return _Nature;}
+ /*! Returns the FEdge following this one in the ViewEdge.
+ * If this FEdge is the last of the ViewEdge, 0 is returned.
+ */
+ inline FEdge * nextEdge() {return _NextEdge;}
+ /*! Returns the Edge preceding this one in the ViewEdge.
+ * If this FEdge is the first one of the ViewEdge, 0 is returned.
+ */
+ inline FEdge * previousEdge() {return _PreviousEdge;}
+ inline SShape * shape() {return _VertexA->shape();}
+ //inline int invisibility() const {return _Occluders.size();}
+ int invisibility() const ;
+ //inline const vector<Polygon3r>& occluders() const {return _Occluders;}
+ /*! Returns a pointer to the ViewEdge to which this FEdge belongs to. */
+ inline ViewEdge * viewedge() const {return _ViewEdge;}
+ inline Vec3r center3d() {return Vec3r((_VertexA->point3D()+_VertexB->point3D())/2.0);}
+ inline Vec3r center2d() {return Vec3r((_VertexA->point2D()+_VertexB->point2D())/2.0);}
+ // inline bool hasVisibilityPoint() const {return _hasVisibilityPoint;}
+ // inline Vec3r visibilityPointA() const {return _VisibilityPointA;}
+ // inline Vec3r visibilityPointB() const {return _VisibilityPointB;}
+ inline const Polygon3r& aFace() const {return _aFace;}
+ inline const Vec3r& getOccludeeIntersection() { return _occludeeIntersection; }
+ inline bool getOccludeeEmpty() { return _occludeeEmpty; }
+ /*! Returns true if this FEdge is a smooth FEdge. */
+ inline bool isSmooth() const {return _isSmooth;}
+ inline bool isInImage () const { return _isInImage; }
+
+ /* modifiers */
+ /*! Sets the first SVertex. */
+ inline void setVertexA(SVertex *vA) {_VertexA = vA;}
+ /*! Sets the second SVertex. */
+ inline void setVertexB(SVertex *vB) {_VertexB = vB;}
+ /*! Sets the FEdge Id . */
+ inline void setId(const Id& id) {_Id = id;}
+ /*! Sets the pointer to the next FEdge. */
+ inline void setNextEdge(FEdge* iEdge) {_NextEdge = iEdge;}
+ /*! Sets the pointer to the previous FEdge. */
+ inline void setPreviousEdge(FEdge *iEdge) {_PreviousEdge = iEdge;}
+ /*! Sets the nature of this FEdge. */
+ inline void setNature(Nature::EdgeNature iNature) {_Nature = iNature;}
+ //inline void AddOccluder(Polygon3r& iPolygon) {_Occluders.push_back(iPolygon);}
+ /*! Sets the ViewEdge to which this FEdge belongs to. */
+ inline void setViewEdge(ViewEdge *iViewEdge) {_ViewEdge = iViewEdge;}
+ // inline void setHasVisibilityPoint(bool iBool) {_hasVisibilityPoint = iBool;}
+ // inline void setVisibilityPointA(const Vec3r& iPoint) {_VisibilityPointA = iPoint;}
+ // inline void setVisibilityPointB(const Vec3r& iPoint) {_VisibilityPointB = iPoint;}
+ inline void setaFace(Polygon3r& iFace) {_aFace = iFace;}
+ inline void setOccludeeIntersection(const Vec3r& iPoint) {_occludeeIntersection = iPoint;}
+ inline void setOccludeeEmpty(bool iempty) {_occludeeEmpty = iempty;}
+ /*! Sets the flag telling whether this FEdge is smooth or sharp.
+ * true for Smooth, false for Sharp.
+ */
+ inline void setSmooth(bool iFlag) {_isSmooth = iFlag;}
+ inline void setIsInImage (bool iFlag) { _isInImage = iFlag; }
+
+ /* checks whether two FEdge have a common vertex.
+ * Returns a pointer on the common vertex if it exists,
+ * NULL otherwise.
+ */
+ static inline SVertex* CommonVertex(FEdge *iEdge1, FEdge* iEdge2)
+ {
+ if((NULL == iEdge1) || (NULL == iEdge2))
+ return NULL;
+
+ SVertex *sv1 = iEdge1->vertexA();
+ SVertex *sv2 = iEdge1->vertexB();
+ SVertex *sv3 = iEdge2->vertexA();
+ SVertex *sv4 = iEdge2->vertexB();
+
+ if((sv1 == sv3) || (sv1 == sv4))
+ {
+ return sv1;
+ }
+ else if((sv2 == sv3) || (sv2 == sv4))
+ {
+ return sv2;
+ }
+
+ return NULL;
+ }
+
+ inline const SVertex* min2d() const
+ {
+ if(_VertexA->point2D() < _VertexB->point2D())
+ return _VertexA;
+ else
+ return _VertexB;
+ }
+ inline const SVertex* max2d() const
+ {
+ if(_VertexA->point2D() < _VertexB->point2D())
+ return _VertexB;
+ else
+ return _VertexA;
+ }
+
+ /* Information access interface */
+ /* Information access interface */
+
+ //Material material() const ;
+ Id shape_id() const ;
+ const SShape * shape() const ;
+ float shape_importance() const ;
+ inline const int qi() const {return invisibility();}
+ occluder_container::const_iterator occluders_begin() const ;
+ occluder_container::const_iterator occluders_end() const ;
+ bool occluders_empty() const ;
+ int occluders_size() const ;
+ inline const Polygon3r& occludee() const {return aFace();}
+ const SShape * occluded_shape() const ;
+ //inline const bool occludee_empty() const {return _occludeeEmpty;}
+ const bool occludee_empty() const ;
+ real z_discontinuity() const ;
+ // inline float local_average_depth(int iCombination = 0) const ;
+ // inline float local_depth_variance(int iCombination = 0) const ;
+ // inline real local_average_density(float sigma = 2.3f, int iCombination = 0) const ;
+ //inline Vec3r shaded_color(int iCombination = 0) const {}
+ int viewedge_nature() const ;
+ //float viewedge_length() const ;
+ inline Vec3r orientation2d() const {return Vec3r(_VertexB->point2d()-_VertexA->point2d());}
+ inline Vec3r orientation3d() const {return Vec3r(_VertexB->point3d()-_VertexA->point3d());}
+ // //inline real curvature2d() const {return viewedge()->curvature2d((_VertexA->point2d()+_VertexB->point2d())/2.0);}
+ // inline Vec3r curvature2d_as_vector(int iCombination = 0) const ;
+ // /* angle in degrees*/
+ // inline real curvature2d_as_angle(int iCombination = 0) const ;
+
+
+ // Iterator access (Interface1D)
+ /*! Returns an iterator over the 2 (!) SVertex
+ * pointing to the first SVertex. */
+ virtual inline Interface0DIterator verticesBegin();
+ /*! Returns an iterator over the 2 (!) SVertex
+ * pointing after the last SVertex. */
+ virtual inline Interface0DIterator verticesEnd();
+
+ /*! Returns an iterator over the FEdge points,
+ * pointing to the first point. The difference with
+ * verticesBegin() is that here we can iterate over
+ * points of the FEdge at a any given sampling.
+ * Indeed, for each iteration, a virtual point is created.
+ * \param t
+ * The sampling with which we want to iterate over points of
+ * this FEdge.
+ */
+ virtual inline Interface0DIterator pointsBegin(float t=0.f);
+ /*! Returns an iterator over the FEdge points,
+ * pointing after the last point. The difference with
+ * verticesEnd() is that here we can iterate over
+ * points of the FEdge at a any given sampling.
+ * Indeed, for each iteration, a virtual point is created.
+ * \param t
+ * The sampling with which we want to iterate over points of
+ * this FEdge.
+ */
+ virtual inline Interface0DIterator pointsEnd(float t=0.f);
+};
+
+//
+// SVertexIterator
+//
+/////////////////////////////////////////////////
+
+namespace FEdgeInternal {
+
+ class SVertexIterator : public Interface0DIteratorNested
+ {
+ public:
+
+ SVertexIterator() {
+ _vertex = NULL;
+ _edge = NULL;
+ }
+
+ SVertexIterator(const SVertexIterator& vi) {
+ _vertex = vi._vertex;
+ _edge = vi._edge;
+ }
+
+ SVertexIterator(SVertex* v, FEdge* edge) {
+ _vertex = v;
+ _edge = edge;
+ }
+
+ SVertexIterator& operator=(const SVertexIterator& vi) {
+ _vertex = vi._vertex;
+ _edge = vi._edge;
+ return *this;
+ }
+
+ virtual string getExactTypeName() const {
+ return "SVertexIterator";
+ }
+
+ virtual SVertex& operator*() {
+ return *_vertex;
+ }
+
+ virtual SVertex* operator->() {
+ return &(operator*());
+ }
+
+ virtual SVertexIterator& operator++() {
+ increment();
+ return *this;
+ }
+
+ virtual SVertexIterator operator++(int) {
+ SVertexIterator ret(*this);
+ increment();
+ return ret;
+ }
+
+ virtual SVertexIterator& operator--() {
+ decrement();
+ return *this;
+ }
+
+ virtual SVertexIterator operator--(int) {
+ SVertexIterator ret(*this);
+ decrement();
+ return ret;
+ }
+
+ virtual int increment() {
+ if (_vertex == _edge->vertexB()) {
+ _vertex = 0;
+ return 0;
+ }
+
+ _vertex = _edge->vertexB();
+ return 0;
+ }
+
+ virtual int decrement() {
+ if (_vertex == _edge->vertexA()) {
+ _vertex = 0;
+ return 0;
+ }
+ _vertex = _edge->vertexA();
+ return 0;
+ }
+
+ virtual bool isBegin() const {
+ return _vertex == _edge->vertexA();
+ }
+
+ virtual bool isEnd() const {
+ return _vertex == _edge->vertexB();
+ }
+
+ virtual bool operator==(const Interface0DIteratorNested& it) const {
+ const SVertexIterator* it_exact = dynamic_cast<const SVertexIterator*>(&it);
+ if (!it_exact)
+ return false;
+ return ((_vertex == it_exact->_vertex) &&
+ (_edge == it_exact->_edge));
+ }
+
+ virtual float t() const{
+ if(_vertex == _edge->vertexA()){
+ return 0;
+ }
+ return ((float)_edge->getLength2D());
+ }
+ virtual float u() const{
+ if(_vertex == _edge->vertexA()){
+ return 0;
+ }
+ return 1.0;
+ }
+ virtual SVertexIterator* copy() const {
+ return new SVertexIterator(*this);
+ }
+
+ private:
+
+ SVertex* _vertex;
+ FEdge* _edge;
+ };
+
+} // end of namespace FEdgeInternal
+
+// Iterator access (implementation)
+
+Interface0DIterator FEdge::verticesBegin() {
+ Interface0DIterator ret(new FEdgeInternal::SVertexIterator(_VertexA, this));
+ return ret;
+}
+
+Interface0DIterator FEdge::verticesEnd() {
+ Interface0DIterator ret(new FEdgeInternal::SVertexIterator(0, this));
+ return ret;
+}
+
+Interface0DIterator FEdge::pointsBegin(float t) {
+ return verticesBegin();
+}
+
+Interface0DIterator FEdge::pointsEnd(float t) {
+ return verticesEnd();
+}
+
+/*! Class defining a sharp FEdge. A Sharp FEdge
+ * corresponds to an initial edge of the input mesh.
+ * It can be a silhouette, a crease or a border.
+ * If it is a crease edge, then it is borded
+ * by two faces of the mesh. Face a lies on its right
+ * whereas Face b lies on its left.
+ * If it is a border edge, then it doesn't have any
+ * face on its right, and thus Face a = 0.
+ */
+class LIB_VIEW_MAP_EXPORT FEdgeSharp : public FEdge
+{
+protected:
+ Vec3r _aNormal; // When following the edge, normal of the right face
+ Vec3r _bNormal; // When following the edge, normal of the left face
+ unsigned _aFrsMaterialIndex;
+ unsigned _bFrsMaterialIndex;
+ bool _aFaceMark;
+ bool _bFaceMark;
+
+public:
+ /*! Returns the string "FEdgeSharp" . */
+ virtual string getExactTypeName() const {
+ return "FEdgeSharp";
+ }
+ /*! Default constructor. */
+ inline FEdgeSharp() : FEdge(){
+ _aFrsMaterialIndex = _bFrsMaterialIndex = 0;
+ _aFaceMark = _bFaceMark = false;
+ }
+ /*! Builds an FEdgeSharp going from vA to vB. */
+ inline FEdgeSharp(SVertex *vA, SVertex *vB) : FEdge(vA, vB){
+ _aFrsMaterialIndex = _bFrsMaterialIndex = 0;
+ _aFaceMark = _bFaceMark = false;
+ }
+ /*! Copy constructor. */
+ inline FEdgeSharp(FEdgeSharp& iBrother) : FEdge(iBrother){
+ _aNormal = iBrother._aNormal;
+ _bNormal = iBrother._bNormal;
+ _aFrsMaterialIndex = iBrother._aFrsMaterialIndex;
+ _bFrsMaterialIndex = iBrother._bFrsMaterialIndex;
+ _aFaceMark = iBrother._aFaceMark;
+ _bFaceMark = iBrother._bFaceMark;
+
+ }
+ /*! Destructor. */
+ virtual ~FEdgeSharp() {}
+ /*! Cloning method. */
+ virtual FEdge* duplicate(){
+ FEdge *clone = new FEdgeSharp(*this);
+ return clone;
+ }
+ /*! Returns the normal to the face lying on the
+ * right of the FEdge. If this FEdge is a border,
+ * it has no Face on its right and therefore, no normal.
+ */
+ inline const Vec3r& normalA() {return _aNormal;}
+ /*! Returns the normal to the face lying on the
+ * left of the FEdge.
+ */
+ inline const Vec3r& normalB() {return _bNormal;}
+ /*! Returns the index of the material of the face lying on the
+ * right of the FEdge. If this FEdge is a border,
+ * it has no Face on its right and therefore, no material.
+ */
+ inline unsigned aFrsMaterialIndex() const {return _aFrsMaterialIndex;}
+ /*! Returns the material of the face lying on the
+ * right of the FEdge. If this FEdge is a border,
+ * it has no Face on its right and therefore, no material.
+ */
+ const FrsMaterial& aFrsMaterial() const ;
+ /*! Returns the index of the material of the face lying on the
+ * left of the FEdge.
+ */
+ inline unsigned bFrsMaterialIndex() const {return _bFrsMaterialIndex;}
+ /*! Returns the material of the face lying on the
+ * left of the FEdge.
+ */
+ const FrsMaterial& bFrsMaterial() const ;
+ /*! Returns the face mark of the face lying on the right of the FEdge.
+ * If this FEdge is a border, it has no Face on its right and thus
+ * false is returned. */
+ inline bool aFaceMark() const {return _aFaceMark;}
+ /*! Returns the face mark of the face lying on the left of the FEdge. */
+ inline bool bFaceMark() const {return _bFaceMark;}
+
+ /*! Sets the normal to the face lying on the right of the FEdge. */
+ inline void setNormalA(const Vec3r& iNormal) {_aNormal = iNormal;}
+ /*! Sets the normal to the face lying on the left of the FEdge. */
+ inline void setNormalB(const Vec3r& iNormal) {_bNormal = iNormal;}
+ /*! Sets the index of the material lying on the right of the FEdge.*/
+ inline void setaFrsMaterialIndex(unsigned i) {_aFrsMaterialIndex = i;}
+ /*! Sets the index of the material lying on the left of the FEdge.*/
+ inline void setbFrsMaterialIndex(unsigned i) {_bFrsMaterialIndex = i;}
+ /*! Sets the face mark of the face lying on the right of the FEdge. */
+ inline void setaFaceMark(bool iFaceMark) {_aFaceMark = iFaceMark;}
+ /*! Sets the face mark of the face lying on the left of the FEdge. */
+ inline void setbFaceMark(bool iFaceMark) {_bFaceMark = iFaceMark;}
+
+};
+
+/*! Class defining a smooth edge. This kind of edge typically
+ * runs across a face of the input mesh. It can be
+ * a silhouette, a ridge or valley, a suggestive contour.
+ */
+class LIB_VIEW_MAP_EXPORT FEdgeSmooth : public FEdge
+{
+protected:
+ Vec3r _Normal;
+ unsigned _FrsMaterialIndex;
+ // bool _hasVisibilityPoint;
+ // Vec3r _VisibilityPointA; // The edge on which the visibility will be computed represented
+ // Vec3r _VisibilityPointB; // using its 2 extremity points A and B
+ void * _Face; // In case of exact silhouette, Face is the WFace crossed by Fedge
+ // NON GERE PAR LE COPY CONSTRUCTEUR
+ bool _FaceMark;
+public:
+ /*! Returns the string "FEdgeSmooth" . */
+ virtual string getExactTypeName() const {
+ return "FEdgeSmooth";
+ }
+ /*! Default constructor. */
+ inline FEdgeSmooth() : FEdge(){
+ _Face=0;
+ _FaceMark = false;
+ _FrsMaterialIndex = 0;
+ _isSmooth = true;
+ }
+ /*! Builds an FEdgeSmooth going from vA to vB. */
+ inline FEdgeSmooth(SVertex *vA, SVertex *vB) : FEdge(vA, vB){
+ _Face=0;
+ _FaceMark = false;
+ _FrsMaterialIndex = 0;
+ _isSmooth = true;
+
+ }
+ /*! Copy constructor. */
+ inline FEdgeSmooth(FEdgeSmooth& iBrother) : FEdge(iBrother){
+ _Normal = iBrother._Normal;
+ _Face = iBrother._Face;
+ _FaceMark = iBrother._FaceMark;
+ _FrsMaterialIndex = iBrother._FrsMaterialIndex;
+ _isSmooth = true;
+ }
+ /*! Destructor. */
+ virtual ~FEdgeSmooth() {}
+ /*! Cloning method. */
+ virtual FEdge* duplicate(){
+ FEdge *clone = new FEdgeSmooth(*this);
+ return clone;
+ }
+
+ inline void * face() const {return _Face;}
+ /*! Returns the face mark of the face it is running across. */
+ inline bool faceMark() const {return _FaceMark;}
+ /*! Returns the normal to the Face it is running accross. */
+ inline const Vec3r& normal() {return _Normal;}
+ /*! Returns the index of the material of the face it is running accross. */
+ inline unsigned frs_materialIndex() const {return _FrsMaterialIndex;}
+ /*! Returns the material of the face it is running accross. */
+ const FrsMaterial& frs_material() const ;
+
+ inline void setFace(void * iFace) {_Face = iFace;}
+ /*! Sets the face mark of the face it is running across. */
+ inline void setFaceMark(bool iFaceMark) {_FaceMark = iFaceMark;}
+ /*! Sets the normal to the Face it is running accross. */
+ inline void setNormal(const Vec3r& iNormal) {_Normal = iNormal;}
+ /*! Sets the index of the material of the face it is running accross. */
+ inline void setFrsMaterialIndex(unsigned i) {_FrsMaterialIndex = i;}
+};
+ /**********************************/
+ /* */
+ /* */
+ /* SShape */
+ /* */
+ /* */
+ /**********************************/
+
+
+/*! Class to define a feature shape. It is the gathering
+ * of feature elements from an identified input shape
+ */
+class LIB_VIEW_MAP_EXPORT SShape
+{
+private:
+ vector<FEdge*> _chains; // list of fedges that are chains starting points.
+ vector<SVertex*> _verticesList; // list of all vertices
+ vector<FEdge*> _edgesList; // list of all edges
+ Id _Id;
+ string _Name;
+ BBox<Vec3r> _BBox;
+ vector<FrsMaterial> _FrsMaterials;
+
+ float _importance;
+
+ ViewShape *_ViewShape;
+
+public:
+ /*! A field that can be used by the user to store any data.
+ * This field must be reseted afterwards using ResetUserData().
+ */
+ void* userdata; // added by E.T.
+ /*! Default constructor */
+ inline SShape()
+ {
+ userdata = 0;
+
+ _importance = 0.f;
+ _ViewShape = 0;
+ }
+ /*! Copy constructor */
+ inline SShape(SShape& iBrother)
+ {
+ userdata = 0;
+ _Id = iBrother._Id;
+ _Name = iBrother._Name;
+ _BBox = iBrother.bbox();
+ _FrsMaterials = iBrother._FrsMaterials;
+
+ _importance = iBrother._importance;
+
+ _ViewShape = iBrother._ViewShape;
+
+
+ //---------
+ // vertices
+ //---------
+ vector<SVertex*>::iterator sv,svend;
+ vector<SVertex*>& verticesList = iBrother.getVertexList();
+ for(sv=verticesList.begin(), svend=verticesList.end();
+ sv!=svend;
+ sv++)
+ {
+ SVertex *newv = new SVertex(*(*sv));
+ newv->setShape(this);
+ _verticesList.push_back(newv);
+ }
+
+ //------
+ // edges
+ //------
+ vector<FEdge*>::iterator e,eend;
+ vector<FEdge*>& edgesList = iBrother.getEdgeList();
+ for(e=edgesList.begin(),eend=edgesList.end();
+ e!=eend;
+ e++)
+ {
+ FEdge *newe = (*e)->duplicate();
+ _edgesList.push_back(newe);
+ }
+
+ //-------------------------
+ // starting chain edges
+ //-------------------------
+ vector<FEdge*>::iterator fe,fend;
+ vector<FEdge*>& fedges = iBrother.getChains();
+ for(fe=fedges.begin(),fend=fedges.end();
+ fe!=fend;
+ fe++)
+ {
+ _chains.push_back((FEdge*)((*fe)->userdata));
+ }
+
+
+ //-------------------------
+ // remap edges in vertices:
+ //-------------------------
+ for(sv=_verticesList.begin(),svend=_verticesList.end();
+ sv!=svend;
+ sv++)
+ {
+ const vector<FEdge*>& fedgeList = (*sv)->fedges();
+ vector<FEdge*> newfedgelist;
+ for(vector<FEdge*>::const_iterator fed=fedgeList.begin(),fedend=fedgeList.end();
+ fed!=fedend;
+ fed++)
+ {
+ FEdge *current = *fed;
+ newfedgelist.push_back((FEdge*)current->userdata);
+ }
+ (*sv)->setFEdges(newfedgelist);
+ }
+
+ //-------------------------------------
+ // remap vertices and nextedge in edges:
+ //-------------------------------------
+ for(e=_edgesList.begin(),eend=_edgesList.end();
+ e!=eend;
+ e++)
+ {
+ (*e)->setVertexA((SVertex*)((*e)->vertexA()->userdata));
+ (*e)->setVertexB((SVertex*)((*e)->vertexB()->userdata));
+ (*e)->setNextEdge((FEdge*)((*e)->nextEdge()->userdata));
+ (*e)->setPreviousEdge((FEdge*)((*e)->previousEdge()->userdata));
+ }
+
+
+ // reset all brothers userdata to NULL:
+ //-------------------------------------
+ //---------
+ // vertices
+ //---------
+ for(sv=_verticesList.begin(),svend=_verticesList.end();
+ sv!=svend;
+ sv++)
+ {
+ (*sv)->userdata = NULL;
+ }
+
+ //------
+ // edges
+ //------
+ for(e=_edgesList.begin(),eend=_edgesList.end();
+ e!=eend;
+ e++)
+ {
+ (*e)->userdata = NULL;
+ }
+ }
+ /*! Cloning method. */
+ virtual SShape * duplicate()
+ {
+ SShape *clone = new SShape(*this);
+ return clone;
+ }
+ /*! Destructor. */
+ virtual inline ~SShape()
+ {
+ vector<SVertex*>::iterator sv,svend;
+ vector<FEdge*>::iterator e,eend;
+ if(0 != _verticesList.size())
+ {
+ for(sv=_verticesList.begin(),svend=_verticesList.end();
+ sv!=svend;
+ sv++)
+ {
+ delete (*sv);
+ }
+ _verticesList.clear();
+ }
+
+ if(0 != _edgesList.size())
+ {
+ for(e=_edgesList.begin(),eend=_edgesList.end();
+ e!=eend;
+ e++)
+ {
+ delete (*e);
+ }
+ _edgesList.clear();
+ }
+
+ //! Clear the chains list
+ //-----------------------
+ if(0 != _chains.size())
+ {
+ _chains.clear();
+ }
+ }
+
+ /*! Adds a FEdge to the list of FEdges. */
+ inline void AddEdge(FEdge *iEdge)
+ {
+ _edgesList.push_back(iEdge);
+ }
+
+ /*! Adds a SVertex to the list of SVertex of this Shape.
+ * The SShape attribute of the SVertex is also set to 'this'.
+ */
+ inline void AddNewVertex(SVertex* iv) {iv->setShape(this);_verticesList.push_back(iv);}
+ inline void AddChain(FEdge *iEdge){
+ _chains.push_back(iEdge);
+ }
+
+ inline SVertex * CreateSVertex(const Vec3r& P3D, const Vec3r& P2D, const Id& id)
+ {
+ SVertex *Ia = new SVertex(P3D, id);
+ Ia->setPoint2D(P2D);
+ AddNewVertex(Ia);
+ return Ia;
+ }
+ /* splits an edge into several edges.
+ * The edge's vertices are passed rather than
+ * the edge itself. This way, all feature edges (SILHOUETTE,
+ * CREASE, BORDER) are splitted in the same time.
+ * The processed edges are flagged as done (using the userdata
+ * flag).One single new vertex is created whereas
+ * several splitted edges might created for the different
+ * kinds of edges. These new elements are added to the lists
+ * maintained by the shape.
+ * new chains are also created.
+ * ioA
+ * The first vertex for the edge that gets splitted
+ * ioB
+ * The second vertex for the edge that gets splitted
+ * iParameters
+ * A vector containing 2D real vectors indicating the parameters
+ * giving the intersections coordinates in 3D and in 2D.
+ * These intersections points must be sorted from B to A.
+ * Each parameter defines the intersection point I as I=A+T*AB.
+ * T<0 and T>1 are then incorrect insofar as they give intersections
+ * points that lie outside the segment.
+ * ioNewEdges
+ * The edges that are newly created (the initial edges are not
+ * included) are added to this list.
+ */
+ inline void SplitEdge(FEdge *fe, const vector<Vec2r>& iParameters, vector<FEdge*>& ioNewEdges)
+ {
+
+ SVertex *ioA = fe->vertexA();
+ SVertex *ioB = fe->vertexB();
+ Vec3r A = ioA->point3D();
+ Vec3r B = ioB->point3D();
+ Vec3r a = ioA->point2D();
+ Vec3r b = ioB->point2D();
+
+ Vec3r newpoint3d,newpoint2d;
+ vector<SVertex*> intersections;
+ real t,T;
+ for(vector<Vec2r>::const_iterator p=iParameters.begin(),pend=iParameters.end();
+ p!=pend;
+ p++)
+ {
+ T=(*p)[0];
+ t=(*p)[1];
+
+ if((t < 0) || (t > 1))
+ cerr << "Warning: Intersection out of range for edge " << ioA->getId() << " - " << ioB->getId() << endl;
+
+ // compute the 3D and 2D coordinates for the intersections points:
+ newpoint3d = Vec3r(A + T*(B-A));
+ newpoint2d = Vec3r(a + t*(b-a));
+
+ // create new SVertex:
+ // (we keep B's id)
+ SVertex* newVertex = new SVertex(newpoint3d, ioB->getId());
+ newVertex->setPoint2D(newpoint2d);
+
+ // Add this vertex to the intersections list:
+ intersections.push_back(newVertex);
+
+ // Add this vertex to this sshape:
+ AddNewVertex(newVertex);
+ }
+
+ for(vector<SVertex*>::iterator sv=intersections.begin(),svend=intersections.end();
+ sv!=svend;
+ sv++)
+ {
+ //SVertex *svA = fe->vertexA();
+ SVertex *svB = fe->vertexB();
+
+ // We split edge AB into AA' and A'B. A' and A'B are created.
+ // AB becomes (address speaking) AA'. B is updated.
+ //--------------------------------------------------
+ // The edge AB becomes edge AA'.
+ (fe)->setVertexB((*sv));
+ // a new edge, A'B is created.
+ FEdge *newEdge;
+ if(fe->isSmooth()){
+ newEdge = new FEdgeSmooth((*sv), svB);
+ FEdgeSmooth * se = dynamic_cast<FEdgeSmooth*>(newEdge);
+ FEdgeSmooth * fes = dynamic_cast<FEdgeSmooth*>(fe);
+ se->setFrsMaterialIndex(fes->frs_materialIndex());
+ }else{
+ newEdge = new FEdgeSharp((*sv), svB);
+ FEdgeSharp * se = dynamic_cast<FEdgeSharp*>(newEdge);
+ FEdgeSharp * fes = dynamic_cast<FEdgeSharp*>(fe);
+ se->setaFrsMaterialIndex(fes->aFrsMaterialIndex());
+ se->setbFrsMaterialIndex(fes->bFrsMaterialIndex());
+ }
+
+ newEdge->setNature((fe)->getNature());
+
+
+ // to build a new chain:
+ AddChain(newEdge);
+ // add the new edge to the sshape edges list.
+ AddEdge(newEdge);
+ // add new edge to the list of new edges passed as argument:
+ ioNewEdges.push_back(newEdge);
+
+ // update edge A'B for the next pointing edge
+ newEdge->setNextEdge((fe)->nextEdge());
+ fe->nextEdge()->setPreviousEdge(newEdge);
+ Id id(fe->getId().getFirst(), fe->getId().getSecond()+1);
+ newEdge->setId(fe->getId());
+ fe->setId(id);
+
+ // update edge AA' for the next pointing edge
+ //ioEdge->setNextEdge(newEdge);
+ (fe)->setNextEdge(NULL);
+
+ // update vertex pointing edges list:
+ // -- vertex B --
+ svB->Replace((fe), newEdge);
+ // -- vertex A' --
+ (*sv)->AddFEdge((fe));
+ (*sv)->AddFEdge(newEdge);
+ }
+
+ }
+
+ /* splits an edge into 2 edges. The new vertex and edge are added
+ * to the sshape list of vertices and edges
+ * a new chain is also created.
+ * returns the new edge.
+ * ioEdge
+ * The edge that gets splitted
+ * newpoint
+ * x,y,z coordinates of the new point.
+ */
+ inline FEdge* SplitEdgeIn2(FEdge* ioEdge, SVertex * ioNewVertex)
+ {
+ //soc unused - SVertex *A = ioEdge->vertexA();
+ SVertex *B = ioEdge->vertexB();
+
+
+ // We split edge AB into AA' and A'B. A' and A'B are created.
+ // AB becomes (address speaking) AA'. B is updated.
+ //--------------------------------------------------
+
+ // a new edge, A'B is created.
+ FEdge *newEdge;
+ if(ioEdge->isSmooth()){
+ newEdge = new FEdgeSmooth(ioNewVertex, B);
+ FEdgeSmooth * se = dynamic_cast<FEdgeSmooth*>(newEdge);
+ FEdgeSmooth * fes = dynamic_cast<FEdgeSmooth*>(ioEdge);
+ se->setNormal(fes->normal());
+ se->setFrsMaterialIndex(fes->frs_materialIndex());
+ }else{
+ newEdge = new FEdgeSharp(ioNewVertex, B);
+ FEdgeSharp * se = dynamic_cast<FEdgeSharp*>(newEdge);
+ FEdgeSharp * fes = dynamic_cast<FEdgeSharp*>(ioEdge);
+ se->setNormalA(fes->normalA());
+ se->setNormalB(fes->normalB());
+ se->setaFrsMaterialIndex(fes->aFrsMaterialIndex());
+ se->setbFrsMaterialIndex(fes->bFrsMaterialIndex());
+ }
+ newEdge->setNature(ioEdge->getNature());
+
+
+ if(ioEdge->nextEdge() != 0)
+ ioEdge->nextEdge()->setPreviousEdge(newEdge);
+
+ // update edge A'B for the next pointing edge
+ newEdge->setNextEdge(ioEdge->nextEdge());
+ // update edge A'B for the previous pointing edge
+ newEdge->setPreviousEdge(0); // because it is now a TVertex
+ Id id(ioEdge->getId().getFirst(), ioEdge->getId().getSecond()+1);
+ newEdge->setId(ioEdge->getId());
+ ioEdge->setId(id);
+
+ // update edge AA' for the next pointing edge
+ ioEdge->setNextEdge(0); // because it is now a TVertex
+
+ // update vertex pointing edges list:
+ // -- vertex B --
+ B->Replace(ioEdge, newEdge);
+ // -- vertex A' --
+ ioNewVertex->AddFEdge(ioEdge);
+ ioNewVertex->AddFEdge(newEdge);
+
+ // to build a new chain:
+ AddChain(newEdge);
+ AddEdge(newEdge); // FIXME ??
+
+ // The edge AB becomes edge AA'.
+ ioEdge->setVertexB(ioNewVertex);
+
+ if(ioEdge->isSmooth()){
+ ((FEdgeSmooth*)newEdge)->setFace(((FEdgeSmooth*)ioEdge)->face());
+ }
+
+ return newEdge;
+ }
+
+ /*! Sets the Bounding Box of the Shape */
+ inline void setBBox(const BBox<Vec3r>& iBBox) {_BBox = iBBox;}
+
+ /*! Compute the bbox of the sshape */
+ inline void ComputeBBox()
+ {
+ if(0 == _verticesList.size())
+ return;
+
+ Vec3r firstVertex = _verticesList[0]->point3D();
+ real XMax = firstVertex[0];
+ real YMax = firstVertex[1];
+ real ZMax = firstVertex[2];
+
+ real XMin = firstVertex[0];
+ real YMin = firstVertex[1];
+ real ZMin = firstVertex[2];
+
+ vector<SVertex*>::iterator v,vend;
+ // parse all the coordinates to find
+ // the Xmax, YMax, ZMax
+ for(v=_verticesList.begin(),vend=_verticesList.end();
+ v!=vend;
+ v++)
+ {
+ Vec3r vertex = (*v)->point3D();
+ // X
+ real x = vertex[0];
+ if(x > XMax)
+ XMax = x;
+ if(x < XMin)
+ XMin = x;
+
+ // Y
+ real y = vertex[1];
+ if(y > YMax)
+ YMax = y;
+ if(y < YMin)
+ YMin = y;
+
+ // Z
+ real z = vertex[2];
+ if(z > ZMax)
+ ZMax = z;
+ if(z < ZMin)
+ ZMin = z;
+ }
+
+
+ setBBox(BBox<Vec3r>(Vec3r(XMin, YMin, ZMin), Vec3r(XMax, YMax, ZMax)));
+ }
+
+ inline void RemoveEdgeFromChain(FEdge *iEdge)
+ {
+ for(vector<FEdge*>::iterator fe=_chains.begin(), feend=_chains.end();
+ fe!=feend;
+ fe++)
+ {
+ if(iEdge == (*fe))
+ {
+ _chains.erase(fe);
+ break;
+ }
+ }
+ }
+
+ inline void RemoveEdge(FEdge *iEdge)
+ {
+ for(vector<FEdge*>::iterator fe=_edgesList.begin(), feend=_edgesList.end();
+ fe!=feend;
+ fe++)
+ {
+ if(iEdge == (*fe))
+ {
+ _edgesList.erase(fe);
+ break;
+ }
+ }
+ }
+
+ /* accessors */
+ /*! Returns the list of SVertex of the Shape. */
+ inline vector<SVertex*>& getVertexList() {return _verticesList;} // Get vertices list
+ /*! Returns the list of FEdges of the Shape. */
+ inline vector<FEdge*>& getEdgeList() {return _edgesList;} // Get edges list
+ inline vector<FEdge*>& getChains() {return _chains;}
+ /*! Returns the bounding box of the shape. */
+ inline const BBox<Vec3r>& bbox() {return _BBox;}
+ /*! Returns the ith material of the shape. */
+ inline const FrsMaterial& frs_material(unsigned i) const {return _FrsMaterials[i];}
+ /*! Returns the list of materials of the Shape. */
+ inline const vector<FrsMaterial>& frs_materials() const {return _FrsMaterials;}
+ inline ViewShape * viewShape() {return _ViewShape;}
+ inline float importance() const {return _importance;}
+ /*! Returns the Id of the Shape. */
+ inline Id getId() const { return _Id; }
+ /*! Returns the name of the Shape. */
+ inline const string& getName() const { return _Name; }
+
+ /* Modififers */
+ /*! Sets the Id of the shape.*/
+ inline void setId(Id id) {_Id = id;}
+ /*! Sets the name of the shape.*/
+ inline void setName(const string& name) {_Name = name;}
+ /*! Sets the list of materials for the shape */
+ inline void setFrsMaterials(const vector<FrsMaterial>& iMaterials) {_FrsMaterials = iMaterials;}
+ inline void setViewShape(ViewShape *iShape) {_ViewShape = iShape;}
+ inline void setImportance(float importance){_importance = importance;}
+};
+
+#endif // SILHOUETTE_H