Create openMVS.build
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cmake_minimum_required(VERSION 3.13)
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project(trimesh_optional)
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if (VCG_HEADER_ONLY)
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set(SOURCES
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trimesh_optional.cpp
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${VCG_INCLUDE_DIRS}/wrap/ply/plylib.cpp)
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endif()
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add_executable(trimesh_optional
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${SOURCES})
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target_link_libraries(
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trimesh_optional
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PUBLIC
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vcglib
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)
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/****************************************************************************
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* VCGLib o o *
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* Visual and Computer Graphics Library o o *
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* _ O _ *
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* Copyright(C) 2004-2016 \/)\/ *
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* Visual Computing Lab /\/| *
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* ISTI - Italian National Research Council | *
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* \ *
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* All rights reserved. *
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* *
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* This program is free software; you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation; either version 2 of the License, or *
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* (at your option) any later version. *
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* *
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* This program is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU General Public License (http://www.gnu.org/licenses/gpl.txt) *
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* for more details. *
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* *
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****************************************************************************/
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/*! \file trimesh_optional.cpp
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\ingroup code_sample
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\brief the minimal example of using the \ref optional_component "Optional Components".
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This file shows how to dynamically allocate component that you do not need most of the time.
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*/
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#include<vcg/complex/complex.h>
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#include<vcg/complex/algorithms/create/platonic.h>
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#include<vcg/complex/algorithms/update/curvature.h>
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#include <vcg/complex/algorithms/refine_loop.h>
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#include <wrap/io_trimesh/export_off.h>
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class MyFace;
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class MyVertex;
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struct MyUsedTypes: public vcg::UsedTypes<
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vcg::Use<MyVertex>::AsVertexType,
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vcg::Use<MyFace >::AsFaceType>{};
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class MyVertex : public vcg::Vertex< MyUsedTypes,
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vcg::vertex::Coord3f, vcg::vertex::Qualityf,
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vcg::vertex::Color4b, vcg::vertex::BitFlags,
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vcg::vertex::Normal3f, vcg::vertex::VFAdj >{};
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class MyFace : public vcg::Face< MyUsedTypes,
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vcg::face::FFAdj, vcg::face::VFAdj,
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vcg::face::Color4b, vcg::face::VertexRef,
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vcg::face::BitFlags, vcg::face::Normal3f > {};
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class MyMesh : public vcg::tri::TriMesh< std::vector<MyVertex >, std::vector<MyFace > > {};
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class MyVertexOcf;
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class MyFaceOcf;
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struct MyUsedTypesOcf: public vcg::UsedTypes<
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vcg::Use<MyVertexOcf>::AsVertexType,
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vcg::Use<MyFaceOcf>::AsFaceType>{};
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class MyVertexOcf : public vcg::Vertex< MyUsedTypesOcf,
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vcg::vertex::InfoOcf, // <--- Note the use of the 'special' InfoOcf component
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vcg::vertex::Coord3f, vcg::vertex::QualityfOcf,
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vcg::vertex::Color4b, vcg::vertex::BitFlags,
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vcg::vertex::Normal3f, vcg::vertex::VFAdjOcf >{};
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class MyFaceOcf : public vcg::Face< MyUsedTypesOcf,
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vcg::face::InfoOcf, // <--- Note the use of the 'special' InfoOcf component
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vcg::face::FFAdjOcf, vcg::face::VFAdjOcf,
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vcg::face::Color4bOcf, vcg::face::VertexRef,
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vcg::face::BitFlags, vcg::face::Normal3fOcf > {};
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// the mesh class must make use of the 'vector_ocf' containers instead of the classical std::vector
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class MyMeshOcf : public vcg::tri::TriMesh< vcg::vertex::vector_ocf<MyVertexOcf>, vcg::face::vector_ocf<MyFaceOcf> > {};
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using namespace vcg;
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using namespace std;
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int main(int , char **)
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{
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MyMesh cm;
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MyMeshOcf cmof;
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tri::Tetrahedron(cm);
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tri::Tetrahedron(cmof);
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printf("Generated mesh has %i vertices and %i triangular faces\n",cm.VN(),cm.FN());
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assert(tri::HasFFAdjacency(cmof) == false);
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cmof.face.EnableFFAdjacency();
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assert(tri::HasFFAdjacency(cmof) == true);
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assert(tri::HasVFAdjacency(cmof) == false);
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cmof.vert.EnableVFAdjacency();
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cmof.face.EnableVFAdjacency();
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assert(tri::HasVFAdjacency(cmof) == true);
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tri::UpdateTopology<MyMesh >::FaceFace(cm);
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tri::UpdateTopology<MyMeshOcf>::FaceFace(cmof);
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tri::UpdateFlags<MyMesh >::FaceBorderFromFF(cm);
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tri::UpdateFlags<MyMeshOcf>::FaceBorderFromFF(cmof);
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tri::UpdateNormal<MyMesh >::PerVertexPerFace(cm);
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cmof.face.EnableNormal(); // remove this line and you will throw an exception for a missing 'normal' component
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tri::UpdateNormal<MyMeshOcf>::PerVertexPerFace(cmof);
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cmof.vert.EnableQuality();
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tri::UpdateColor<MyMeshOcf>::PerVertexConstant(cmof,Color4b::LightGray);
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printf("cmof IsColorEnabled() %s\n",cmof.face.back().IsColorEnabled()?"Yes":"No");
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cmof.face.EnableColor();
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tri::UpdateColor<MyMeshOcf>::PerFaceConstant(cmof,Color4b::LightGray);
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cmof.vert[0].C()=Color4b::Red;
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printf("cmof IsColorEnabled() %s\n",cmof.face.back().IsColorEnabled()?"Yes":"No");
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printf("cm IsColorEnabled() %s\n",cm.face.back().IsColorEnabled()?"Yes":"No");
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printf("cm IsColorEnabled() %s\n",cm.face.back().HasColor()?"Yes":"No");
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printf("Normal of face 0 is %f %f %f\n\n",cm.face[0].N()[0],cm.face[0].N()[1],cm.face[0].N()[2]);
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int t0=0,t1=0,t2=0;
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while(float(t1-t0)/CLOCKS_PER_SEC < 0.1f)
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{
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t0=clock();
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tri::RefineOddEven<MyMesh> (cm, tri::OddPointLoop<MyMesh>(cm), tri::EvenPointLoop<MyMesh>(), 0);
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t1=clock();
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tri::RefineOddEven<MyMeshOcf> (cmof, tri::OddPointLoop<MyMeshOcf>(cmof), tri::EvenPointLoop<MyMeshOcf>(), 0);
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t2=clock();
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}
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printf("Last Iteration: Refined a tetra up to a mesh of %i faces in:\n"
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"Standard Component %5.2f sec\n"
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"OCF Component %5.2f sec\n",cm.FN(),float(t1-t0)/CLOCKS_PER_SEC,float(t2-t1)/CLOCKS_PER_SEC);
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tri::io::ExporterOFF<MyMeshOcf>::Save(cmof,"test.off",tri::io::Mask::IOM_VERTCOLOR);
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return 0;
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}
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include(../common.pri)
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TARGET = trimesh_optional
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SOURCES += trimesh_optional.cpp ../../../wrap/ply/plylib.cpp
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@@ -0,0 +1,31 @@
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#include <vector>
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#include <vcg/simplex/vertex/base.h>
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#include <vcg/simplex/vertex/component_ocf.h>
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#include <vcg/simplex/face/base.h>
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#include <vcg/simplex/face/component.h>
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#include <vcg/complex/complex.h>
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#include<vcg/complex/algorithms/create/platonic.h>
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class MyEdge;
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class MyFace;
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class MyVertex: public vcg::VertexSimp2<MyVertex,MyEdge,MyFace, vcg::vert::InfoOcf,vcg::vert::Coord3d, vcg::vert::Normal3fOcf>{};
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class MyFace: public vcg::FaceSimp2<MyVertex,MyEdge,MyFace,vcg::face::VertexRef>{};
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class MyMesh: public vcg::tri::TriMesh< vcg::vert::vector_ocf<MyVertex>, std::vector<MyFace> >{};
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int main()
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{
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MyMesh m;
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vcg::tri::Tetrahedron(m);
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MyMesh::VertexIterator vi = m.vert.begin();
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(*vi).N() = vcg::Point3f(1.0,1.0,1.0); // ERROR
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m.vert.EnableNormal(); // this allocate the memory to store the normal
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(*vi).N() = vcg::Point3f(1.0,1.0,1.0); // OK
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m.vert.DisableNormal(); // this deallocate the memory to store the normal
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(*vi).N() = vcg::Point3f(1.0,1.0,1.0); // ERROR (again)!
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return 0;
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}
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#include <vector>
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#include <vcg/simplex/vertex/base.h>
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#include <vcg/simplex/vertex/component_occ.h>
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#include <vcg/simplex/face/base.h>
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#include <vcg/simplex/face/component.h>
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#include <vcg/complex/complex.h>
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#include<vcg/complex/algorithms/create/platonic.h>
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class MyEdge;
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class MyFace;
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class MyVertex: public vcg::VertexSimp2<MyVertex,MyEdge,MyFace, vcg::vert::InfoOcf,vcg::vert::Coord3d, vcg::vert::Normal3fOcc>{};
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class MyFace: public vcg::FaceSimp2<MyVertex,MyEdge,MyFace,vcg::face::VertexRef>{};
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class MyMesh: public vcg::tri::TriMesh< vcg::vert::vector_occ<MyVertex>, std::vector<MyFace> >{};
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int main()
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{
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MyMesh m;
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vcg::tri::Tetrahedron(m);
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MyMesh::VertexIterator vi = m.vert.begin();
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(*vi).N() = vcg::Point3f(1.0,1.0,1.0); // ERROR
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m.vert.EnableAttribute<vcg::vert::Normal3fOcc::NormalType>(); // this allocate the memory to store the normal
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(*vi).N() = vcg::Point3f(1.0,1.0,1.0); // OK
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m.vert.DisableAttribute<vcg::vert::Normal3fOcc::NormalType>(); // this deallocate the memory to store the normal
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(*vi).N() = vcg::Point3f(1.0,1.0,1.0); // ERROR (again)!
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return 0;
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}
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#include <vector>
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#include <vcg/simplex/vertex/base.h>
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#include <vcg/simplex/vertex/component.h>
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#include <vcg/simplex/face/base.h>
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#include <vcg/simplex/face/component.h>
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#include <vcg/complex/complex.h>
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#include<vcg/container/simple_temporary_data.h>
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#include<vcg/complex/algorithms/create/platonic.h>
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class MyEdge;
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class MyFace;
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class MyVertex: public vcg::VertexSimp2<MyVertex,MyEdge,MyFace, vcg::vert::Coord3d, vcg::vert::Normal3f>{};
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class MyFace: public vcg::FaceSimp2<MyVertex,MyEdge,MyFace, vcg::face::VertexRef>{};
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class MyMesh: public vcg::tri::TriMesh< std::vector<MyVertex>, std::vector<MyFace> > {};
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int main()
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{
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MyMesh m;
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vcg::tri::Tetrahedron(m);
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vcg::SimpleTempData<MyMesh::VertContainer, short> MyTempData(m.vert);
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MyTempData.Start(); // enable the user defined attribute (memory is allocated)
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MyMesh::VertexIterator vi; // declare the iterator over the vertices
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for(vi = m.vert.begin(); vi != m.vert.end(); ++vi)
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{
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MyTempData[*vi] = 10; // assign the value for the 'short' attribute
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MyTempData[vi] = 10; // you can pass the element or an iterator to it
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}
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MyTempData.Stop(); // disable the user defined attribute (memory is freed)
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return 0;
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}
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