add vcglib
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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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#include <stdio.h>
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#include<vcg/complex/complex.h>
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#include<vcg/simplex/face/distance.h>
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#include<vcg/simplex/face/component_ep.h>
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#include <vcg/complex/algorithms/create/platonic.h>
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#include <vcg/complex/algorithms/update/normal.h>
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#include <vcg/complex/algorithms/update/component_ep.h>
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#include <vcg/complex/algorithms/update/flag.h>
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#include <vcg/space/intersection3.h>
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#include <vcg/space/index/aabb_binary_tree/aabb_binary_tree.h>
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typedef float AScalarType;
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using namespace vcg;
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class AVertex;
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class AFace;
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struct MyUsedTypes : public vcg::UsedTypes< vcg::Use<AVertex> ::AsVertexType,
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vcg::Use<AFace> ::AsFaceType>{};
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class AVertex : public Vertex< MyUsedTypes, vertex::Normal3f, vertex::Coord3f,vertex::BitFlags >{};
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class AFace : public Face< MyUsedTypes, face::VertexRef, face::Normal3f, face::EdgePlane, face::BitFlags> {};
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class AMesh : public vcg::tri::TriMesh< std::vector<AVertex>, std::vector<AFace> > { };
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typedef vcg::AABBBinaryTreeIndex<AFace, AScalarType, vcg::EmptyClass> AIndex;
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static AMesh gMesh;
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static AIndex gIndex;
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static void CreateMesh(void) {
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vcg::tri::Dodecahedron<AMesh>(gMesh);
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vcg::tri::UpdateFlags<AMesh>::Clear(gMesh);
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vcg::tri::UpdateNormal<AMesh>::PerVertexNormalized(gMesh);
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vcg::tri::UpdateComponentEP<AMesh>::Set(gMesh);
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}
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static void SetIndex(void) {
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gIndex.Set(gMesh.face.begin(), gMesh.face.end());
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}
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static void TestClosest(void) {
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vcg::face::PointDistanceEPFunctor<AIndex::ScalarType> getPtDist;
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const AIndex::CoordType queryPoint((AIndex::ScalarType)0, (AIndex::ScalarType)0, (AIndex::ScalarType)0);
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const AIndex::ScalarType maxDist = std::numeric_limits<AIndex::ScalarType>::max();
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AIndex::ObjPtr closestFace;
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AIndex::ScalarType closestDist;
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AIndex::CoordType closestPoint;
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vcg::EmptyClass a;
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closestFace = gIndex.GetClosest(getPtDist, a, queryPoint, maxDist, closestDist, closestPoint);
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printf("GetClosest Test:\n");
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if (closestFace != 0) {
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printf("\tface : 0x%p\n", closestFace);
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printf("\tdistance : %f\n", closestDist);
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printf("\tpoint : [%f, %f, %f]\n", closestPoint[0], closestPoint[1], closestPoint[2]);
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}
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else {
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printf("\tno object found (index is probably empty).\n");
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}
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}
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static void TestKClosest(void) {
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vcg::face::PointDistanceEPFunctor<AIndex::ScalarType> getPtDist;
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const unsigned int k = 10;
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const AIndex::CoordType queryPoint((AIndex::ScalarType)0, (AIndex::ScalarType)0, (AIndex::ScalarType)0);
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const AIndex::ScalarType maxDist = std::numeric_limits<AIndex::ScalarType>::max();
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std::vector<AIndex::ObjPtr> closestObjects;
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std::vector<AIndex::ScalarType> closestDistances;
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std::vector<AIndex::CoordType> closestPoints;
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vcg::EmptyClass a;
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unsigned int rk = gIndex.GetKClosest(getPtDist, a, k, queryPoint, maxDist, closestObjects, closestDistances, closestPoints);
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printf("GetKClosest Test:\n");
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printf("\tfound %d objects\n", rk);
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}
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static void TestRay(void) {
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const bool TEST_BACK_FACES = true;
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vcg::RayTriangleIntersectionFunctor<TEST_BACK_FACES> rayIntersector;
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const AIndex::ScalarType maxDist = std::numeric_limits<AIndex::ScalarType>::max();
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const AIndex::CoordType rayOrigin((AIndex::ScalarType)0, (AIndex::ScalarType)0, (AIndex::ScalarType)0);
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const AIndex::CoordType rayDirection((AIndex::ScalarType)1, (AIndex::ScalarType)0, (AIndex::ScalarType)0);
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const vcg::Ray3<AIndex::ScalarType, false> ray(rayOrigin, rayDirection);
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AIndex::ObjPtr isectFace;
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AIndex::ScalarType rayT;
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AIndex::CoordType isectPt;
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vcg::EmptyClass a;
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isectFace = gIndex.DoRay(rayIntersector, a , ray, maxDist, rayT);
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printf("DoRay Test:\n");
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if (isectFace != 0) {
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printf("\tface : 0x%p\n", isectFace);
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printf("\tray t : %f\n", rayT);
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}
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else {
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printf("\tno object found (index is probably empty).\n");
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}
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}
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int main (int /*argc*/, char ** /*argv*/) {
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CreateMesh();
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SetIndex();
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printf("Spatial Index Tests\n");
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printf("---\n");
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TestClosest();
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printf("---\n");
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TestKClosest();
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printf("---\n");
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TestRay();
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printf("---\n");
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return (0);
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}
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