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README.md
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README.md
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The **_Visualization and Computer Graphics Library_** (VCGlib for short) is a open source, portable, C++, templated, no dependency, library for manipulation, processing, cleaning, simplifying triangle meshes.
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The **_Visualization and Computer Graphics Library_** (VCGlib for short) is an open source, portable, and templated library written in C++, with no external dependencies, for manipulation, processing, cleaning, and simplifying triangle meshes.
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![BuildExamplesLinux](https://github.com/cnr-isti-vclab/vcglib/workflows/BuildExamplesLinux/badge.svg)
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![BuildExamplesMacOS](https://github.com/cnr-isti-vclab/vcglib/workflows/BuildExamplesMacOS/badge.svg)
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![BuildExamplesWindows](https://github.com/cnr-isti-vclab/vcglib/workflows/BuildExamplesWindows/badge.svg)
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The library, composed by more than 100k lines of code, is released under the GPL license, and it is the base of most of the software tools of the [Visual Computing Lab](http://vcg.isti.cnr.it) of the Italian National Research Council Institute ISTI, like MeshLab, metro and many others.
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The library, composed by more than 100k lines of code, is released under the GPL license, and it is the base of most of the software tools of the [Visual Computing Lab](http://vcg.isti.cnr.it) of the Italian National Research Council Institute - ISTI, like [MeshLab](http://www.meshlab.net/), [Metro](http://vcg.isti.cnr.it/vcglib/metro.html) and many others.
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The VCG library is tailored to mostly manage triangular meshes: The library is fairly large and offers many state of the art functionalities for processing meshes, like:
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The VCG library is tailored to mostly manage triangular meshes: The library is fairly large and offers many state-of-the-art capabilities for processing meshes, such as:
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- high quality quadric-error edge-collapse based simplfication,
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- efficient spatial query structures (uniform grids, hashed grids, kdtree, ...) ,
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- advanced smoothing and fairing algorithms,
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- computation of curvature,
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- optimization of texture coordinates,
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- Hausdorff distance computation,
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- geodesic paths,
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- mesh repairing capabilities,
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- isosurface extraction and advancing front meshing algorithms,
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- Poisson Disk sampling and other tools to sample point distributions over meshes,
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- high quality quadric-error edge-collapse based simplfication
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- efficient spatial query structures (uniform grids, hashed grids, kdtree, etc)
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- advanced smoothing and fairing algorithms
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- computation of curvature
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- optimization of texture coordinates
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- Hausdorff distance computation
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- geodesic paths
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- mesh repairing capabilities
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- isosurface extraction and advancing front meshing algorithms
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- Poisson Disk sampling and other tools to sample point distributions over meshes
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- subdivision surfaces
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## Notable Applications
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A number of applications have been developed using the vcglib:
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A number of applications have been developed using the VCGlib:
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- MeshLab: the renowed open source mesh processing is based on this library.
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- MeshLab: the renowed open source mesh processing software
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- Metro, the tool for measuring differences between meshes
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- The first high quality out-of-core mesh simplifier that was used by the Stanford Digital Michelangelo project to process their huge 3D scanned models.
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## Contacts
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For any info about licensing (portion of) the library please contact us:
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Paolo Cignoni (p.cignoni@isti.cnr.it)
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For any info about licensing (portions of) the library please contact us:
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Paolo Cignoni (p.cignoni@isti.cnr.it)
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Visual Computing Lab of the Italian National Research Council - ISTI
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In case of bugs please report them [here](https://github.com/cnr-isti-vclab/vcglib/issues) .
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In case of bugs please report them [here](https://github.com/cnr-isti-vclab/vcglib/issues).
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\until Qualityf
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\c vcg::Vertex is the VCG base class for a vertex.
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\c vcg::UsedTypes declares which are the types invoved in the definition of the mesh. It is a mapping between the names of your entity types (MyVertex,MyEdge,MyFace... and the role they play in the mesh definition). The mapping is established passing the template parameters with the syntax
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\c vcg::UsedTypes declares which are the types involved in the definition of the mesh. It is a mapping between the names of your entity types (MyVertex,MyEdge,MyFace... and the role they play in the mesh definition). The mapping is established passing the template parameters with the syntax
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It can be annoying when you see it but it is useful that every entity involved knows the type of the others and this is the way VCG Lib does it. As you can see the three definitions of MyVertex0,1,2 differ for the remaining template parameters (the components). These specify which values will be stored with the vertex type:
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- MyVertex0 is a type storing coordinates as a triple of doubles and normal as a triple of floats,
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- MyVertex1 also store a color value specified as 4 bytes
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- MyVertex2 store a long list of different components.
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Many other compenents are implemented in the library for the simplexes, the complete list can be found
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Many other components are implemented in the library for the simplexes, the complete list can be found
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in the \ref VertexComponentGroup, \ref EdgeComponentGroup and \ref FaceComponentGroup pages. You can place any combination of them as
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a template parameters of your vertex/edge/face type (note that order is rather unimportant).
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Now we have all it takes for a working definition of MyMesh type:
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How to create a mesh
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--------------------
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Once you declared your mesh type, you may want to instance an object and to fill it with vertices and triangles. The typical approach is just to open some file like in the above example. It may cross your mind that you could just make some push_back on the vertexes and faces container (data member vert and face of class vcg::tri::Trimesh). In fact this is the wrong way since there can be side effects by adding element to a container. We describe this issue and the correct way of adding mesh element in the \ref allocation page.
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Once you declared your mesh type, you may want to instance an object and to fill it with vertices and triangles. The typical approach is just to open some file like in the above example. It may cross your mind that you could just make some push_back on the vertexes and faces container (data member vert and face of class vcg::tri::Trimesh). In fact this is the wrong way since there can be side effects by adding an element to a container. We describe this issue and the correct way of adding mesh element in the \ref allocation page.
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The flags of the mesh elements
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-----------
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Usually to each element of the mesh we associate a small bit vector containing useful single-bit information about vertices and faces. For example the deletion of vertex simply mark a the Deletion bit in thsi vector (more details on the various deletion/allocation issues in the \ref allocation page. More details on the various kind of flags that can be associated are in the \ref flags page.
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Usually to each element of the mesh we associate a small bit vector containing useful single-bit information about vertices and faces. For example the deletion of vertex simply mark a the Deletion bit in this vector (more details on the various deletion/allocation issues in the \ref allocation page. More details on the various kind of flags that can be associated are in the \ref flags page.
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How to process a mesh
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-------------
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The algorithms that do something on a mesh are generally written as static member functions of a class templated on the mesh type. For example the code snipped below is part of the class UpdateNormals, which contains the several algorithms to compute the value of the normal
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The algorithms that do something on a mesh are generally written as a static member functions of a templated class on the mesh type. For example the code snipped below is part of the class UpdateNormals, which contains the several algorithms to compute the value of the normal
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\code
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...
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static void PerFace(ComputeMeshType &m)
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// Calculates the vertex normal. Without exploiting or touching face normals
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// The normal of a vertex v is the weigthed average of the normals of the faces incident on v.
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// The normal of a vertex v is the weighted average of the normals of the faces incident on v.
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static void PerVertex(ComputeMeshType &m)
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// Calculates both vertex and face normals.
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// The normal of a vertex v is the weigthed average of the normals of the faces incident on v.
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// The normal of a vertex v is the weighted average of the normals of the faces incident on v.
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static void PerVertexPerFace(ComputeMeshType &m)
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...
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};
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\endcode
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This class is part of a kernel of classes with name UpdateValue that compute the value of the vertex or face attributes and that can be found altogether in the folder vcg/complex/trimesh/update. For example, the following example show how to compute the value of the normal and the mean and gaussian curvature per vertex:
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This class is part of a kernel of classes with name UpdateValue that compute the value of the vertex or face attributes and that can be found altogether in the folder vcg/complex/trimesh/update. For example, the following example shows how to compute the value of the normal and the mean and gaussian curvature per vertex:
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\code
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#include <vector>
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#include <vcg/simplex/face/base.h>
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#include <vcg/simplex/face/component.h>
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#include <vcg/complex/trimesh/base.h>
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#include <vcg/complex/trimesh/update/normals.h> //class UpdateNormals
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#include <vcg/complex/trimesh/update/curvature.h> //class UpdateCurvature
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#include <vcg/complex/base.h>
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#include <vcg/complex/algorithms/update/normal.h> //class UpdateNormals
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#include <vcg/complex/algorithms/update/curvature.h> //class UpdateCurvature
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class MyVertex;
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class MyFace;
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}
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\endcode
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Other than algorithms that update values of the mesh attributes, VCG Lib provides algorithms to create a mesh from another source, for example from point sets (by means of the Ball Pivoting approach) or as isosurfaces from a volumetric dataset (by means of Marching Cubes algorithm). Those algorithm can be found in vcg/complex/trimesh/create/.
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Other than algorithms that update values of the mesh attributes, VCG Lib provides algorithms to create a mesh from another source, for example from point sets (by means of the Ball Pivoting approach) or as isosurfaces from a volumetric dataset (by means of Marching Cubes algorithm). Those algorithms can be found in vcg/complex/trimesh/create/.
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Finally, you can find algorithms for refinement (midpoint, Loop, Butterfly...), for smoothing, for closing holes and other that are not currently classified under any specific heading and that you can find under /vcg/complex/trimesh.*/
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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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* 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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****************************************************************************/
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#ifndef VCG_UV_UTILS
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#define VCG_UV_UTILS
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#ifndef VCG_COMPLEX_ALGORITHMS_PARAMETRIZATION_UV_UTILS_H
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#define VCG_COMPLEX_ALGORITHMS_PARAMETRIZATION_UV_UTILS_H
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#include <vcg/space/point2.h>
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#include <vcg/space/box2.h>
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#include <vcg/space/triangle3.h>
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namespace vcg {
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namespace tri{
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namespace tri {
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template <class MeshType>
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class UV_Utils
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{
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public:
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///calculate the area in UV space
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/// calculate the area in UV space
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static ScalarType PerVertUVArea(MeshType &m)
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{
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FaceIterator fi;
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}
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}
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};
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} //End Namespace Tri
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} // End Namespace vcg
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#endif
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} // end Namespace tri
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} // end Namespace vcg
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#endif // VCG_COMPLEX_ALGORITHMS_PARAMETRIZATION_UV_UTILS_H
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// VCG
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#include <vcg/math/camera.h>
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// opengl
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#include <GL/glew.h>
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template <class CameraType>
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struct GlCamera{
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