add vcglib
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/*
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g++ ./apps/embree/embree_sample.cpp -o ./apps/embree/prova.o -I ./vcg -I ./ -I ./eigenlib -I /usr/local/include/embree4/ -I ./vcglib/ -I ./vcglib/eigenlib/ -I ./vcglib/wrap/ply/ -L /usr/local/lib/ -lembree4 -std=c++17 -fopenmp -O3
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./apps/embree/prova.o ./apps/meshes/cube.off 64
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or with cmake from embree folder
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mkdir build
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cd build
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cmake ..
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make
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./embree_sample ../../meshes/bunny.off 64
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*/
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#include <iostream>
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#include <vcg/complex/complex.h>
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#include <vcg/complex/algorithms/create/platonic.h>
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//import export
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#include<wrap/io_trimesh/import.h>
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#include<wrap/io_trimesh/export.h>
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#include<wrap/io_trimesh/import_ply.h>
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#include<wrap/io_trimesh/export_ply.h>
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#include <wrap/io_trimesh/export_off.h>
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#include <wrap/io_trimesh/import_off.h>
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#include <time.h>
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#include <vcg/math/gen_normal.h>
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#include <vcg/complex/allocate.h>
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//vcgLibForEmbree
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#include<wrap/embree/EmbreeAdaptor.h>
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class MyVertex; class MyEdge; class MyFace;
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struct MyUsedTypes : public vcg::UsedTypes<vcg::Use<MyVertex> ::AsVertexType,
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vcg::Use<MyEdge> ::AsEdgeType,
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vcg::Use<MyFace> ::AsFaceType> {};
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class MyVertex : public vcg::Vertex< MyUsedTypes, vcg::vertex::Coord3f, vcg::vertex::Normal3f, vcg::vertex::BitFlags, vcg::vertex::VFAdj, vcg::vertex::Qualityf, vcg::vertex::Color4b> {};
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class MyFace : public vcg::Face< MyUsedTypes, vcg::face::FFAdj, vcg::face::VFAdj, vcg::face::Normal3f, vcg::face::VertexRef, vcg::face::BitFlags, vcg::face::Color4b, vcg::face::Qualityf> {};
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class MyEdge : public vcg::Edge<MyUsedTypes, vcg::edge::VertexRef, vcg::edge::BitFlags> {};
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class MyMesh : public vcg::tri::TriMesh< std::vector<MyVertex>, std::vector<MyFace>, std::vector<MyEdge> > {};
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using namespace vcg;
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using namespace std;
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int main( int argc, char **argv )
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{
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cout << "start" << endl;
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MyMesh m;
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int ret = tri::io::ImporterOFF<MyMesh>::Open(m, argv[1]);
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if(ret!=tri::io::ImporterOFF<MyMesh>::NoError)
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{
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cout<<"Error reading file \n"<<endl;
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exit(0);
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}
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char *endptr;
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int nOfRays = 150; //strtof(argv[2], &endptr);
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if (argc > 2) {
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nOfRays = std::stoi(argv[2]);
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}
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MyMesh m2,m3,m4,m5,m6,m7;
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vcg::tri::Append<MyMesh,MyMesh>::MeshCopy(m2,m);
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vcg::tri::Append<MyMesh,MyMesh>::MeshCopy(m3,m);
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vcg::tri::Append<MyMesh,MyMesh>::MeshCopy(m4, m);
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vcg::tri::Append<MyMesh, MyMesh>::MeshCopy(m5, m);
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vcg::tri::Append<MyMesh,MyMesh>::MeshCopy(m6,m);
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vcg::tri::Append<MyMesh,MyMesh>::MeshCopy(m7,m);
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EmbreeAdaptor<MyMesh> adaptor = EmbreeAdaptor<MyMesh>(m);
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adaptor.computeAmbientOcclusion(m,nOfRays);
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tri::UpdateQuality<MyMesh>::VertexFromFace(m);
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tri::UpdateColor<MyMesh>::PerVertexQualityGray(m);
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tri::UpdateNormal<MyMesh>::NormalizePerVertex(m);
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tri::io::ExporterOFF<MyMesh>::Save(m,"testAO.off",tri::io::Mask::IOM_VERTCOLOR);
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cout << "Done AO" << endl;
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std::vector<Point3f> unifDirVec;
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std::vector<Point3f> ndir;
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GenNormal<float>::Fibonacci(nOfRays,unifDirVec);
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Point3f dir(0, 1, 0);
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for (int g = 0; g < nOfRays; g++) {
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if (unifDirVec.at(g) >= dir) {
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ndir.push_back(unifDirVec.at(g));
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}
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}
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adaptor = EmbreeAdaptor<MyMesh>(m2);
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adaptor.computeAmbientOcclusion(m2,ndir);
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tri::UpdateQuality<MyMesh>::VertexFromFace(m2);
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tri::UpdateColor<MyMesh>::PerVertexQualityGray(m2);
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tri::io::ExporterOFF<MyMesh>::Save(m2,"testAODir.off",tri::io::Mask::IOM_VERTCOLOR);
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cout << "Done AO Directioned" << endl;
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EmbreeAdaptor<MyMesh> adaptor2 = EmbreeAdaptor<MyMesh>(m4);
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adaptor2.computeSDF(m4,nOfRays,90);
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tri::UpdateQuality<MyMesh>::VertexFromFace(m4);
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tri::UpdateColor<MyMesh>::PerVertexQualityRamp(m4);
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tri::io::ExporterOFF<MyMesh>::Save(m4,"testSDF.off",tri::io::Mask::IOM_VERTCOLOR);
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cout << "Done SDF" << endl;
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adaptor = EmbreeAdaptor<MyMesh>(m5);
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adaptor.computeNormalAnalysis(m5, nOfRays, true);
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tri::io::ExporterOFF<MyMesh>::Save(m5, "testNormal.off", tri::io::Mask::IOM_FACENORMAL);
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//vector<Point3f> BentNormal = adaptor.AOBentNormal(m5,nOfRays);
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cout << "Done NormalAnlysis" << endl;
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adaptor = EmbreeAdaptor<MyMesh>(m6);
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Point3f p(1, 0, 0);
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adaptor.selectVisibleFaces(m6, p, true);
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tri::io::ExporterOFF<MyMesh>::Save(m6, "testSelectS.off", tri::io::Mask::IOM_FACECOLOR);
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cout << "done face selection" << endl;
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std::vector<Point3f> origine;
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origine.push_back(Point3f(.0f,10.0f,.0f));
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origine.push_back(Point3f(.0f,10.0f,.0f));
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origine.push_back(Point3f(.0f,10.0f,.0f));
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origine.push_back(Point3f(.0f,10.0f,.0f));
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std::vector<Point3f> direction;
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direction.push_back(Point3f(.0f,1.0f,.0f));
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direction.push_back(Point3f(.0f,1.0f,3.0f));
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direction.push_back(Point3f(.0f,1.0f,6.0f));
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direction.push_back(Point3f(.0f,1.0f,9.0f));
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/*
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If you want to test the visualize_ray_shoot add the ply to makefile
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MyMesh m8;
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adaptor.visualize_ray_shoot(m8, origine[0], direction, true);
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int mask = vcg::tri::io::Mask::IOM_VERTCOORD;
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mask |= vcg::tri::io::Mask::IOM_EDGEINDEX;
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tri::io::ExporterPLY<MyMesh>::Save(m8, "EdgeTest.ply", mask);
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*/
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cout << "Done All" << endl;
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return 0;
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}
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