vcglib/apps/sample/edgemesh_grid/edgemesh_grid.cpp

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2006-07-26 10:07:31 +02:00
#include <stdio.h>
#include <vcg/space/color4.h>
#include <vcg/space/index/grid_static_ptr.h>
#include <vcg/simplex/vertex/with/afvn.h>
#include <vcg/simplex/edge/with/emef.h>
#include <vcg/complex/edgemesh/base.h>
#include <vcg/complex/edgemesh/allocate.h>
#include <vcg/complex/edgemesh/update/bounding.h>
#include <vcg/complex/edgemesh/closest.h>
//
//using namespace std;
//
class MyFace;
class MyEdge;
class MyVertex : public vcg::VertexAFVN<float,MyEdge, MyFace> {};
class MyEdge : public vcg::EdgeEMEF<MyEdge, MyVertex> {};
class MyEdgeMesh: public vcg::edge::EdgeMesh< std::vector<MyVertex>, std::vector<MyEdge> > {};
typedef vcg::GridStaticPtr<MyEdge, MyEdge::ScalarType> EdgeMeshGrid;
#define VERT_NUMB 100
int main(int , char **)
{
//create a random mesh of edge
MyEdgeMesh em;
srand(1000);
em.vert.reserve(VERT_NUMB);
for (int i=0;i<VERT_NUMB;i=i+2)
{
float x0=((float)rand()/(float)RAND_MAX)*1000.f;
float y0=((float)rand()/(float)RAND_MAX)*1000.f;
float z0=((float)rand()/(float)RAND_MAX)*1000.f;
float x1=((float)rand()/(float)RAND_MAX)*1000.f;
float y1=((float)rand()/(float)RAND_MAX)*1000.f;
float z1=((float)rand()/(float)RAND_MAX)*1000.f;
em.vert.push_back(MyVertex());
MyVertex *v0=&em.vert.back();
em.vert.push_back(MyVertex());
MyVertex *v1=&em.vert.back();
v0->P().X()=x0;
v0->P().Y()=y0;
v0->P().Z()=z0;
v1->P().X()=x1;
v1->P().Y()=y1;
v1->P().Z()=z1;
em.edges.push_back(MyEdge());
MyEdge *e=&em.edges.back();
e->V(0)=v0;
e->V(1)=v1;
}
vcg::edge::UpdateBounding<MyEdgeMesh>::Box(em);
EdgeMeshGrid static_grid;
static_grid.Set(em.edges.begin(), em.edges.end());
float dist;
vcg::Point3f p;
MyEdge *e=vcg::edgemesh::GetClosestEdge<MyEdgeMesh,EdgeMeshGrid>(em,static_grid,vcg::Point3f(500,500,500),1000,dist,p);
std::vector<MyEdge*> ret;
int num=vcg::edgemesh::GetInBoxEdge<MyEdgeMesh,EdgeMeshGrid,std::vector<MyEdge*> >(em,static_grid,em.bbox,ret);
return 0;
}