diff --git a/apps/sample/polygonmesh_base/polygonmesh.cpp b/apps/sample/polygonmesh_base/polygonmesh.cpp new file mode 100644 index 00000000..5a760c80 --- /dev/null +++ b/apps/sample/polygonmesh_base/polygonmesh.cpp @@ -0,0 +1,227 @@ +/**************************************************************************** + * VCGLib o o * + * Visual and Computer Graphics Library o o * + * _ O _ * + * Copyright(C) 2004 \/)\/ * + * 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 + +/*include the base definition for the vertex */ +#include + +/*include the base definition for the face */ +#include + +/*include the base definition for the edge */ +#include + +/*include the base definition for the trimesh*/ +#include + +/*include the algorithms for updating: */ +#include /* topology */ +#include /* bounding box */ +#include /* normal */ + +/*include the algorithms for mesh fixing */ +#include + +/*include the importer from disk*/ +#include + +/*include the exporter to disk (in ply)*/ +#include + +/* include the support for polygon meshes (function to convert from/to trimesh)*/ +#include + +/* include the support for polygon meshes (the component for the face )*/ +#include + +/* include the support for half edges */ +#include + + +using namespace vcg; +using namespace std; + +// forward declarations +class CFace; +class CVertex; +class CEdge; +class DummyEdge; +class MyPolyVertex; + +/* Definition of a mesh of triangles +*/ +class CVertex : public VertexSimp2< CVertex, DummyEdge, CFace, + vertex::BitFlags, + vertex::Coord3f, + vertex::Normal3f, + vertex::Mark >{}; + +class CFace : public FaceSimp2< CVertex, DummyEdge, CFace, + face::VertexRef, // three pointers to vertices + face::Normal3f, // normal + face::BitFlags, // flags + face::FFAdj // three pointers to adjacent faces +> {}; + +/* the mesh is a container of vertices and a container of faces */ +class CMesh : public vcg::tri::TriMesh< vector, vector > {}; + + +/* Definition of a mesh of polygons that also supports half-edges +*/ +class MyPolyFace; + +class MyPolyVertex:public vcg::VertexSimp2{} ; + +class CEdge : public EdgeSimp2< MyPolyVertex, CEdge, MyPolyFace, edge::BitFlags, + //edge::EFAdj, // pointer to the face + //edge::HEOppAdj, // pointer to the opposite edge + //edge::HEVAdj, // pointer to the vertex + //edge::HENextAdj, // pointer to the next halfedge + edge::HEdgeData // the previous 4 components (just more handy, you can comment this and uncomment the previous four lines) + //,edge::HEPrevAdj // pointer to the previous halfedge +>{}; + +class MyPolyFace:public vcg::FaceSimp2< + MyPolyVertex + ,CEdge + ,MyPolyFace + ,vcg::face::PolyInfo // this is necessary if you use component in vcg/simplex/face/component_polygon.h + // It says "this class is a polygon and the memory for its components (e.g. pointer to its vertices + // will be allocated dynamically") + ,vcg::face::PFVAdj // Pointer to the vertices (just like FVAdj ) + ,vcg::face::PFFAdj // Pointer to edge-adjacent face (just like FFAdj ) + ,vcg::face::PFHEAdj // Pointer its half -edges ( you may need this if you use half edges) + ,vcg::face::BitFlags // bit flags + ,vcg::face::Normal3f // normal +> {}; + +class MyPolyMesh: public + vcg::tri::TriMesh< std::vector, // the vector of vertices + std::vector, // the vector of faces + std::vector // the vector of edges + >{}; + +MyPolyMesh pm; + + +//////////////////////////////////////////////////////////////////////////// +// Globals: the mesh, the OpenGL wrapper to draw the mesh and the trackball. +CMesh mesh,mesh1; + + + + +int main(int argc, char *argv[]) { + + int loadmask; + + vcg::tri::io::PlyInfo pi; + +if(false){ + /* + first way: + 1) read a polygon mesh that will be automatically converted in a triangle mesh tagging + the internal edges (i.e. the edges that have been added for triangulating the polygons) + 2) make some cleaning + 3) import the tagged triangle mesh in a polygon mesh + */ + vcg::tri::io::ImporterOBJ::Open(mesh,argv[1],loadmask); + + vcg::tri::Clean::RemoveUnreferencedVertex(mesh); + vcg::tri::Clean::RemoveZeroAreaFace(mesh); + vcg::tri::UpdateTopology::FaceFace(mesh); + vcg::tri::Clean::RemoveNonManifoldFace(mesh); + vcg::tri::UpdateTopology::FaceFace(mesh); + assert(vcg::tri::Clean::IsTwoManifoldFace(mesh)); + + // create a polygon meshe from a trimesh with tagged faces + vcg::tri::PolygonSupport::ImportFromTriMesh(pm,mesh); +} +else +{ + /* second way: + Load into a polygon mesh straight away. + */ + vcg::tri::io::ImporterOBJ::Open(pm,argv[1],loadmask); + vcg::tri::UpdateTopology::FaceFace(pm); + vcg::tri::Clean::RemoveNonManifoldFace(pm); + vcg::tri::UpdateTopology::FaceFace(pm); + assert(vcg::tri::Clean::IsTwoManifoldFace(pm)); + +} + + + // compute the half edges because I'm a half-edge programmer + vcg::tri::EdgeSupport::ComputeHalfEdgeFromIndexed(pm); + + // .... my half edge based code ...... + + // check for consistency + assert(vcg::tri::EdgeSupport::CheckConsistency(pm)); + + int size = pm.face.size(); + + // add a face to each face with more than 3 vertices ( just one pass) + for(int i = 0; i < size; ++i) + if(!(pm.face[i].IsD())) + if(pm.face[i].VN()>3){ + MyPolyMesh::EdgePointer ef = pm.face[i].FHEp(); + MyPolyMesh::EdgePointer ef1 = ef -> HENp(); + ef1 = ef1->HENp(); + vcg::tri::EdgeSupport::AddEdge(pm, ef, ef1 ); + } + assert(vcg::tri::EdgeSupport::CheckConsistency(pm)); + size = pm.face.size(); + + // remove an edge for each face + for(int i = 0; i < size; ++i) + if(!(pm.face[i].IsD() )) + { + MyPolyMesh::EdgePointer ef = pm.face[i].FHEp(); + if( ef->HEOp()->EFp() !=NULL){ + vcg::tri::EdgeSupport::RemoveEdge(pm,ef); + } + } + + // check for consistency + assert(vcg::tri::EdgeSupport::CheckConsistency(pm)); + + // recompute indexed data structure from the half edge data structure + vcg::tri::EdgeSupport::ComputeIndexedFromHalfEdge(pm ); + + // create a triangle mesh from a polygon mesh + vcg::tri::PolygonSupport::ImportFromPolyMesh(mesh1,pm); + + // write out the triangle mesh + vcg::tri::io::ExporterPLY::Save(mesh1,"converted_out.ply",true,pi); +} + + +