cleaning up polygonal vcg samples
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@ -21,18 +21,10 @@
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* *
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****************************************************************************/
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#include <vector>
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#include <stdio.h>
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#include <vcg/simplex/vertex/base.h>
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#include <vcg/simplex/face/base.h>
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#include <vcg/simplex/edge/base.h>
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#include <vcg/complex/complex.h>
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#include <vcg/complex/algorithms/create/zonohedron.h>
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#include <vcg/complex/algorithms/polygon_support.h>
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#include <wrap/io_trimesh/export_off.h>
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@ -48,10 +40,10 @@ class MyVertex : public vcg::Vertex< MyUsedTypes,vcg::vertex::Coord3f,vcg::verte
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class MyEdge : public vcg::Edge< MyUsedTypes > {};
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class MyFace : public vcg::Face< MyUsedTypes,
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vcg::face::FFAdj,
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vcg::face::VertexRef,
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vcg::face::FFAdj,
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vcg::face::VertexRef,
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vcg::face::Normal3f,
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vcg::face::BitFlags > {};
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vcg::face::BitFlags > {};
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// the main mesh class
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class MyMesh : public vcg::tri::TriMesh<std::vector<MyVertex>, std::vector<MyFace> > {};
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@ -61,61 +53,61 @@ class MyMesh : public vcg::tri::TriMesh<std::vector<MyVertex>, std::vector<MyFac
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// example 1: build a cube as a Zonohedron
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void example1(){
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vcg::tri::Zonohedron<float> z;
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z.addVector( 0,0,1 );
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z.addVector( 0,1,0 );
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z.addVector( 1,0,0 );
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vcg::tri::Zonohedron<float> z;
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z.addVector( 0,0,1 );
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z.addVector( 0,1,0 );
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z.addVector( 1,0,0 );
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MyMesh m;
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z.createMesh(m); // this will be a cube
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MyMesh m;
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z.createMesh(m); // this will be a cube
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vcg::tri::UpdateTopology<MyMesh>::FaceFace(m); // needed by exporter
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vcg::tri::UpdateTopology<MyMesh>::FaceFace(m); // needed by exporter
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int savemask = vcg::tri::io::Mask::IOM_BITPOLYGONAL;
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vcg::tri::io::ExporterOFF<MyMesh>::Save(m,"cube.off",savemask);
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int savemask = vcg::tri::io::Mask::IOM_BITPOLYGONAL;
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vcg::tri::io::ExporterOFF<MyMesh>::Save(m,"cube.off",savemask);
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}
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// example2: reads input file, builds zonohedra as described there
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void example2(){
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FILE* f = fopen("input.txt","rt");
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if (!f) return;
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FILE* f = fopen("input.txt","rt");
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if (!f) return;
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while (1) {
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while (1) {
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// read mesh name
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char meshFilename[1024], fullMeshFilename[1024];
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if (fscanf(f,"%s",meshFilename)!=1) break;
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sprintf(fullMeshFilename,"%s.off",meshFilename);
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// read mesh name
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char meshFilename[1024], fullMeshFilename[1024];
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if (fscanf(f,"%s",meshFilename)!=1) break;
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sprintf(fullMeshFilename,"%s.off",meshFilename);
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// build input vector
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vcg::tri::Zonohedron<float> z;
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while (1) {
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float a,b,c;
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if (fscanf(f,"%f %f %f",&a, &b, &c)!=3) break;
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z.addVector(a,b,c);
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}
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// build input vector
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vcg::tri::Zonohedron<float> z;
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while (1) {
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float a,b,c;
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if (fscanf(f,"%f %f %f",&a, &b, &c)!=3) break;
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z.addVector(a,b,c);
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}
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printf("Building %s from %d vectors...\n",fullMeshFilename, z.vectors().size() );
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printf("Building %s from %d vectors...\n",fullMeshFilename, z.vectors().size() );
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MyMesh m;
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z.createMesh(m);
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MyMesh m;
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z.createMesh(m);
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vcg::tri::UpdateTopology<MyMesh>::FaceFace(m); // needed by exporter
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vcg::tri::UpdateTopology<MyMesh>::FaceFace(m); // needed by exporter
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// normally, faces with more than 4sides are split into parallelograms
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// this merges them (optional, try removing it!)
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vcg::tri::PolygonSupport<MyMesh,int>::MergeFlatFaces(m);
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// normally, faces with more than 4sides are split into parallelograms
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// this merges them (optional, try removing it!)
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vcg::tri::PolygonSupport<MyMesh,int>::MergeFlatFaces(m);
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int savemask = vcg::tri::io::Mask::IOM_BITPOLYGONAL;
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vcg::tri::io::ExporterOFF<MyMesh>::Save(m,fullMeshFilename,savemask);
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}
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int savemask = vcg::tri::io::Mask::IOM_BITPOLYGONAL;
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vcg::tri::io::ExporterOFF<MyMesh>::Save(m,fullMeshFilename,savemask);
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}
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}
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int main(int argc, char *argv[]){
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example1();
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example2();
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return 0;
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example1();
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example2();
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return 0;
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}
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@ -1,4 +1,4 @@
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include(../common.pri)
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TARGET = polygonmesh_zonohedra
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SOURCES += polygonmesh_zonohedra.cpp
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SOURCES += $$VCGLIBDIR/wrap/ply/plylib.cpp
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SOURCES += ../../../wrap/ply/plylib.cpp
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