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83 lines
3.8 KiB
83 lines
3.8 KiB
/**************************************************************************** |
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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_create.cpp |
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\ingroup code_sample |
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\brief Some examples of building meshes out of nothing |
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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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// input output |
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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< vcg::Use<MyVertex>::AsVertexType, vcg::Use<MyFace>::AsFaceType>{}; |
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class MyVertex : public vcg::Vertex< MyUsedTypes, vcg::vertex::Coord3f, vcg::vertex::Normal3f, vcg::vertex::Color4b, vcg::vertex::BitFlags >{}; |
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class MyFace : public vcg::Face < MyUsedTypes, vcg::face::VertexRef, vcg::face::Normal3f, vcg::face::FFAdj, vcg::face::BitFlags > {}; |
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class MyMesh : public vcg::tri::TriMesh< std::vector<MyVertex>, std::vector<MyFace> > {}; |
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using namespace std; |
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using namespace vcg; |
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int main() |
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{ |
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MyMesh diskMesh; |
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// Create a simple triangle mesh using just a vector of coords and a vector of indexes |
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vector<Point3f> coordVec; |
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vector<Point3i> indexVec; |
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coordVec.push_back(Point3f(0,0,0)); |
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for(int i=0;i<36;++i) { |
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float angleRad = float(i)*M_PI/18.0; |
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coordVec.push_back(Point3f(sin(angleRad),cos(angleRad),0)); |
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indexVec.push_back(Point3i(0,i+1,1+(i+1)%36)); |
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} |
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tri::BuildMeshFromCoordVectorIndexVector(diskMesh,coordVec,indexVec); |
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tri::io::ExporterOFF<MyMesh>::Save(diskMesh,"disc.off"); |
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// Create the platonic solids |
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MyMesh platonicMesh; |
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tri::Tetrahedron(platonicMesh); |
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tri::io::ExporterOFF<MyMesh>::Save(platonicMesh,"tetrahedron.off"); |
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tri::Octahedron(platonicMesh); |
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tri::io::ExporterOFF<MyMesh>::Save(platonicMesh,"octahedron.off"); |
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tri::Hexahedron(platonicMesh); |
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tri::io::ExporterOFF<MyMesh>::Save(platonicMesh,"hexahedron.off"); |
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tri::Dodecahedron(platonicMesh); |
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tri::io::ExporterOFF<MyMesh>::Save(platonicMesh,"dodecahedron.off"); |
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tri::Icosahedron(platonicMesh); |
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tri::io::ExporterOFF<MyMesh>::Save(platonicMesh,"icosahedron.off"); |
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// Procedurally transform a mesh into a solid collection of triangular prisms |
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MyMesh facePrismMesh; |
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tri::BuildPrismFaceShell(platonicMesh, facePrismMesh, 0.1f, 0.1f); |
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tri::io::ExporterOFF<MyMesh>::Save(facePrismMesh,"facePrism.off"); |
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return 0; |
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}
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