MOAB: Mesh Oriented datABase  (version 5.2.1)
MsqVertex.hpp
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00001 /* *****************************************************************
00002     MESQUITE -- The Mesh Quality Improvement Toolkit
00003 
00004     Copyright 2004 Sandia Corporation and Argonne National
00005     Laboratory.  Under the terms of Contract DE-AC04-94AL85000
00006     with Sandia Corporation, the U.S. Government retains certain
00007     rights in this software.
00008 
00009     This library is free software; you can redistribute it and/or
00010     modify it under the terms of the GNU Lesser General Public
00011     License as published by the Free Software Foundation; either
00012     version 2.1 of the License, or (at your option) any later version.
00013 
00014     This library is distributed in the hope that it will be useful,
00015     but WITHOUT ANY WARRANTY; without even the implied warranty of
00016     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
00017     Lesser General Public License for more details.
00018 
00019     You should have received a copy of the GNU Lesser General Public License
00020     (lgpl.txt) along with this library; if not, write to the Free Software
00021     Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
00022 
00023     diachin2@llnl.gov, djmelan@sandia.gov, mbrewer@sandia.gov,
00024     pknupp@sandia.gov, tleurent@mcs.anl.gov, tmunson@mcs.anl.gov
00025 
00026   ***************************************************************** */
00027 
00028 /*! \file MsqVertex.hpp
00029   \brief Mesquite's vertex object.
00030 
00031   \author Darryl Melander
00032   \author Thomas Leurent
00033 */
00034 #ifndef MSQVERTEX_HPP
00035 #define MSQVERTEX_HPP
00036 
00037 #include "Mesquite.hpp"
00038 #include "Vector3D.hpp"
00039 
00040 namespace MBMesquite
00041 {
00042 /*!
00043   \class MsqVertex
00044   \brief MsqVertex is the Mesquite object that stores information about
00045   the vertices in the mesh.
00046 
00047   This class has no virtual destructor for performance reasons.
00048   !!! Make sure NOT to delete a MsqVertex object from a pointer
00049       to Vector3D !!!
00050 */
00051 class MESQUITE_EXPORT MsqVertex : public Vector3D
00052 {
00053   public:
00054     //! Construct vertex using three doubles.
00055     MsqVertex( double p_x, double p_y, double p_z ) : Vector3D( p_x, p_y, p_z ), vertexBitFlags( 0 ) {}
00056 
00057     //! Construct vertex using Vector3D.
00058     MsqVertex( const Vector3D& vec ) : Vector3D( vec ), vertexBitFlags( 0 ) {}
00059 
00060     //! Construct default vertex with coordinates (0.0,0.0,0.0)
00061     MsqVertex() : Vector3D( 0, 0, 0 ), vertexBitFlags( 0 ) {}
00062 
00063     //! Construct default vertex with coordinates (0.0,0.0,0.0)
00064     MsqVertex( const MsqVertex& rhs ) : Vector3D( rhs ), vertexBitFlags( rhs.vertexBitFlags ) {}
00065 
00066     //! Initializes with coordinates. Sets tag data/pointer to 0.
00067     MsqVertex& operator=( const Vector3D& rhs )
00068     {
00069         Vector3D::operator=( rhs );
00070         return *this;
00071     }
00072 
00073     // This allows for 8 flag bits.
00074     // I don't think we'll want more than that (yet).
00075     typedef unsigned char FlagMask;
00076 
00077     //! \enum FlagMaskID
00078     //!   Those are the available flags... currently only return
00079     //!   is_free.
00080     //!   Developers: The values used in that enum are used by a bitset,
00081     //!               so they have to be 2-based (2,4,8,16,32, ...)
00082     enum FlagMaskID
00083     {
00084         MSQ_HARD_FIXED  = 1 << 0,  //!< vertex is always fixed. This can only be set on and never off.
00085         MSQ_DEPENDENT   = 1 << 1,  //!< higher-order node w/ position determined by mapping function
00086         MSQ_CULLED      = 1 << 2,  //!< vertex is fixed. This flag can be set on and off.
00087         MSQ_PATCH_FIXED = 1 << 3,  //!< vertex is fixed only because it is on patch boundary (not by app request)
00088         MSQ_MARK        = 1 << 4,  //!< arbitrary mark for use by code - clear before using
00089         MSQ_FIXED       = ( MSQ_HARD_FIXED | MSQ_CULLED | MSQ_PATCH_FIXED )
00090     };
00091     //! Returns true if vertex is ``free''.
00092     bool is_free_vertex() const
00093     {
00094         return ( vertexBitFlags & ( MSQ_HARD_FIXED | MSQ_PATCH_FIXED ) ) == 0;
00095     }
00096 
00097     void set_soft_fixed_flag()
00098     {
00099         vertexBitFlags |= MSQ_CULLED;
00100     }
00101 
00102     void remove_soft_fixed_flag()
00103     {
00104         vertexBitFlags &= ( ~MSQ_CULLED );
00105     }
00106 
00107     void set_hard_fixed_flag()
00108     {
00109         vertexBitFlags |= MSQ_HARD_FIXED;
00110     }
00111 
00112     void set_vertex_flag( FlagMaskID flag )
00113     {
00114         vertexBitFlags |= flag;
00115     }
00116 
00117     void remove_vertex_flag( FlagMaskID flag )
00118     {
00119         vertexBitFlags &= ( ~flag );
00120     }
00121 
00122     bool is_flag_set( FlagMaskID flag ) const
00123     {
00124         return ( vertexBitFlags & flag ) != 0;
00125     }
00126 
00127     FlagMask get_flags() const
00128     {
00129         return vertexBitFlags;
00130     }
00131 
00132     FlagMask& flags()
00133     {
00134         return vertexBitFlags;
00135     }
00136 
00137     void set_flags( FlagMask p_flags )
00138     {
00139         vertexBitFlags = p_flags;
00140     }
00141 
00142   private:
00143     FlagMask vertexBitFlags;
00144 };
00145 
00146 }  // namespace MBMesquite
00147 
00148 #endif  // MsqVertex_hpp
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