vcglib/wrap/igl/sample/trimesh_field_smoothing/trimesh_field_smoothing.cpp

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/****************************************************************************
* VCGLib o o *
* Visual and Computer Graphics Library o o *
* _ O _ *
* Copyright(C) 2004-2009 \/)\/ *
* Visual Computing Lab /\/| *
* ISTI - Italian National Research Council | *
* \ *
* All rights reserved. *
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 of the License, or *
* (at your option) any later version. *
* *
* This program is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License (http://www.gnu.org/licenses/gpl.txt) *
* for more details. *
* *
****************************************************************************/
#include<vcg/complex/complex.h>
#include<vcg/complex/algorithms/create/platonic.h>
#include<wrap/io_trimesh/import_ply.h>
#include<wrap/io_trimesh/export_ply.h>
#include<vcg/complex/algorithms/create/platonic.h>
#include<vcg/complex/algorithms/smooth_field.h>
using namespace vcg;
using namespace std;
class MyEdge;
class MyFace;
class MyVertex;
struct MyUsedTypes : public UsedTypes< Use<MyVertex> ::AsVertexType,
Use<MyEdge> ::AsEdgeType,
Use<MyFace> ::AsFaceType>{};
class MyVertex : public Vertex<MyUsedTypes, vertex::Coord3f, vertex::Normal3f, vertex::VFAdj, vertex::Qualityf, vertex::Color4b, vertex::BitFlags, vertex::CurvatureDirf >{};
class MyFace : public Face< MyUsedTypes, face::VertexRef, face::Normal3f, face::BitFlags, face::FFAdj, face::VFAdj, face::CurvatureDirf, face::Qualityf, face::Color4b> {};
class MyEdge : public Edge< MyUsedTypes>{};
class MyMesh : public tri::TriMesh< std::vector<MyVertex>, std::vector<MyFace> , vector<MyEdge> > {};
int main( int argc, char **argv )
{
MyMesh m;
tri::Hexahedron(m);
tri::UpdateTopology<MyMesh>::FaceFace(m);
tri::UpdateFlags<MyMesh>::FaceBorderFromFF(m);
for(int i=0;i<3;++i)
tri::Refine<MyMesh, tri::MidPoint<MyMesh> >(m,tri::MidPoint<MyMesh>(&m));
tri::UpdateNormal<MyMesh>::PerVertexNormalized(m);
tri::Smooth<MyMesh>::VertexCoordLaplacian(m,3);
tri::FieldSmoother<MyMesh>::InitByCurvature(m);
tri::FieldSmoother<MyMesh>::SmoothParam par;
tri::FieldSmoother<MyMesh>::SmoothDirections(m,par);
tri::io::ExporterPLY<MyMesh>::Save(m,"Full.ply",tri::io::Mask::IOM_VERTCOLOR|tri::io::Mask::IOM_WEDGTEXCOORD );
return 0;
}