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204 lines
8.1 KiB
204 lines
8.1 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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#include <vcg/complex/complex.h> |
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#include <vcg/complex/algorithms/clean.h> |
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#include <vcg/complex/algorithms/create/platonic.h> |
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#include <wrap/io_trimesh/import.h> |
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#include <wrap/io_trimesh/export_ply.h> |
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/* include the support for half edges */ |
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#include <vcg/complex/algorithms/update/halfedge_indexed.h> |
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using namespace vcg; |
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using namespace std; |
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class TFace; |
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class TVertex; |
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struct TUsedTypes: public vcg::UsedTypes< vcg::Use<TVertex>::AsVertexType, vcg::Use<TFace>::AsFaceType >{}; |
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class TVertex : public Vertex< TUsedTypes, |
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vertex::BitFlags, |
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vertex::Coord3f, |
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vertex::Normal3f, |
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vertex::Mark >{}; |
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class TFace : public Face< TUsedTypes, |
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face::VertexRef, // three pointers to vertices |
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face::Normal3f, // normal |
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face::BitFlags, // flags |
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face::FFAdj // three pointers to adjacent faces |
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> {}; |
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/* the mesh is a container of vertices and a container of faces */ |
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class TMesh : public vcg::tri::TriMesh< vector<TVertex>, vector<TFace> > {}; |
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/* Definition of a mesh of polygons that also supports half-edges |
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*/ |
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class PFace; |
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class PVertex; |
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class PHEdge; |
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class PEdge; |
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struct PUsedTypes: public vcg::UsedTypes<vcg::Use<PVertex> ::AsVertexType, |
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vcg::Use<PEdge> ::AsEdgeType, |
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vcg::Use<PHEdge>::AsHEdgeType, |
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vcg::Use<PFace> ::AsFaceType |
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>{}; |
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//class DummyEdge: public vcg::Edge<PolyUsedTypes>{}; |
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class PVertex:public vcg::Vertex< PUsedTypes, |
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vcg::vertex::Coord3f, |
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vcg::vertex::Normal3f, |
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vcg::vertex::Mark, |
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vcg::vertex::BitFlags, |
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vcg::vertex::VHAdj>{} ; |
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class PEdge : public Edge<PUsedTypes>{}; |
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class PHEdge : public HEdge< PUsedTypes, hedge::BitFlags, |
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//hedge::HFAdj, // pointer to the face |
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//hedge::HOppAdj, // pointer to the opposite edge |
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//hedge::HVAdj, // pointer to the vertex |
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//hedge::HNextAdj, // pointer to the next halfedge |
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hedge::HEdgeData // the previous 4 components (just more handy, you can comment this and uncomment the previous four lines) |
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//,hedge::HPrevAdj // pointer to the previous halfedge |
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>{}; |
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class PFace:public vcg::Face< |
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PUsedTypes |
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,vcg::face::PolyInfo // this is necessary if you use component in vcg/simplex/face/component_polygon.h |
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// It says "this class is a polygon and the memory for its components (e.g. pointer to its vertices |
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// will be allocated dynamically") |
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,vcg::face::PFVAdj // Pointer to the vertices (just like FVAdj ) |
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,vcg::face::PFVAdj |
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,vcg::face::PFFAdj // Pointer to edge-adjacent face (just like FFAdj ) |
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,vcg::face::PFHAdj // Pointer its half -edges ( you may need this if you use half edges) |
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,vcg::face::BitFlags // bit flags |
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,vcg::face::Normal3f // normal |
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> {}; |
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class PMesh: public |
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vcg::tri::TriMesh< |
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std::vector<PVertex>, // the vector of vertices |
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std::vector<PFace >, // the vector of faces |
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std::vector<PHEdge> , // the vector of edges |
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std::vector<PEdge> // the vector of edges |
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>{}; |
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PMesh pm; |
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TMesh tm0; |
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int main(int /*argc*/, char *argv[]) { |
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int loadmask; |
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if(true){ |
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/* |
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first way: |
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1) read a polygon mesh that will be automatically converted in a triangle mesh tagging |
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the internal edges (i.e. the edges that have been added for triangulating the polygons) |
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2) make some cleaning |
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3) import the tagged triangle mesh in a polygon mesh |
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*/ |
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// vcg::tri::io::ImporterOBJ<CMesh>::Open(mesh,argv[1],loadmask); |
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// vcg::tri::io::ImporterOFF<TMesh>::Open(tm0,argv[1],loadmask); |
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vcg::tri::Hexahedron(tm0); |
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vcg::tri::Clean<TMesh>::RemoveUnreferencedVertex(tm0); |
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vcg::tri::Clean<TMesh>::RemoveZeroAreaFace(tm0); |
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vcg::tri::UpdateTopology<TMesh>::FaceFace(tm0); |
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vcg::tri::Clean<TMesh>::RemoveNonManifoldFace(tm0); |
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vcg::tri::UpdateTopology<TMesh>::FaceFace(tm0); |
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assert(vcg::tri::Clean<TMesh>::CountNonManifoldEdgeFF(tm0)==0); |
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assert(vcg::tri::Clean<TMesh>::CountNonManifoldVertexFF(tm0)==0); |
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// create a polygon meshe from a trimesh with tagged faces |
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vcg::tri::PolygonSupport<TMesh,PMesh>::ImportFromTriMesh(pm,tm0); |
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} |
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else |
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{ |
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/* second way: |
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Load into a polygon mesh straight away. |
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*/ |
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vcg::tri::io::ImporterOBJ<PMesh>::Open(pm,argv[1],loadmask); |
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vcg::tri::UpdateTopology<PMesh>::FaceFace(pm); |
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vcg::tri::Clean<PMesh>::RemoveNonManifoldFace(pm); |
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vcg::tri::UpdateTopology<PMesh>::FaceFace(pm); |
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assert(vcg::tri::Clean<PMesh>::CountNonManifoldEdgeFF(pm)); |
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} |
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// compute the half edges because I'm a half-edge programmer |
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vcg::tri::UpdateHalfEdges<PMesh>::FromIndexed(pm); |
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// .... my half edge based code ...... |
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// check for consistency |
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assert(vcg::tri::UpdateHalfEdges<PMesh>::CheckConsistency(pm)); |
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int size = pm.face.size(); |
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// add a face to each face with more than 3 vertices ( just one pass) |
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for(int i = 0; i < size; ++i) |
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if(!(pm.face[i].IsD())) |
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if(pm.face[i].VN()>3){ |
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PMesh::HEdgePointer ef = pm.face[i].FHp(); |
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PMesh::HEdgePointer ef1 = ef -> HNp(); |
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ef1 = ef1->HNp(); |
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vcg::tri::UpdateHalfEdges<PMesh>::AddHEdge(pm, ef, ef1 ); |
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} |
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assert(vcg::tri::UpdateHalfEdges<PMesh>::CheckConsistency(pm)); |
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size = pm.face.size(); |
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// remove an edge for each face |
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for(int i = 0; i < size; ++i) |
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if(!(pm.face[i].IsD() )) |
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{ |
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PMesh::HEdgePointer ef = pm.face[i].FHp(); |
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if( ef->HOp()->HFp() !=NULL){ |
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vcg::tri::UpdateHalfEdges<PMesh>::RemoveHEdge(pm,ef); |
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} |
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} |
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// check for consistency |
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assert(vcg::tri::UpdateHalfEdges<PMesh>::CheckConsistency(pm)); |
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// recompute indexed data structure from the half edge data structure |
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// vcg::tri::UpdateIndexed<PMesh>::FromHalfEdges(pm ); |
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// create a triangle mesh from a polygon mesh |
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TMesh tm1; |
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vcg::tri::PolygonSupport<TMesh,PMesh>::ImportFromPolyMesh(tm1,pm); |
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vcg::tri::io::ExporterPLY<TMesh>::Save(tm1,"converted_tri.ply",false); |
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vcg::tri::io::ExporterPLY<PMesh>::Save(pm,"converted_poly.ply",false); |
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} |
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