changed definiiton from old style to plus type and
[Namespaces changes] edge->edg clean up of some namespaces to comply the following naming: Complexes (3 letters namespaces): order 0 (point cloud ) :vrt order 1 (edge meshes) :edg order 2 (triangle meshes) :tri order 3 (triangle meshes) :tet Simplexes (4 letters namespaces): order 0 (vertex) :vert order 1 (edge) :edge order 2 (triangle) :triangle order 3 (tetrahedron) :tetrahedron
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apps/sample/trimesh_intersection
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@ -3,6 +3,8 @@
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using namespace std;
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using namespace std;
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// VCG headers for triangular mesh processing
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// VCG headers for triangular mesh processing
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#include<vcg/simplex/edgeplus/base.h>
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#include<vcg/simplex/edgeplus/component.h>
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#include<vcg/simplex/vertexplus/base.h>
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#include<vcg/simplex/vertexplus/base.h>
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#include<vcg/simplex/faceplus/base.h>
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#include<vcg/simplex/faceplus/base.h>
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#include <vcg/complex/trimesh/base.h>
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#include <vcg/complex/trimesh/base.h>
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@ -21,6 +23,7 @@ using namespace std;
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// VCG File Format Importer/Exporter
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// VCG File Format Importer/Exporter
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#include <wrap/io_trimesh/import.h>
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#include <wrap/io_trimesh/import.h>
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#include <wrap/io_edgemesh/export_svg.h>
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#include <wrap/io_edgemesh/export_svg.h>
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#include <wrap/io_edgemesh/export_dxf.h>
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// VCG Vertex
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// VCG Vertex
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@ -28,23 +31,13 @@ using namespace std;
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using namespace vcg;
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using namespace vcg;
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/* class MyFace;
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class MyEdge;
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class MyVertex : public VertexAFVN<float, MyEdge, MyFace> {};
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class MyFace : public FaceAFAV< MyVertex, MyEdge, MyFace > {};
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class MyEdge : public vcg::EdgeAE<MyEdge, MyVertex> {};
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class MyMesh : public vcg::tri::TriMesh< vector<MyVertex>, vector<MyFace> > {};
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class MyEdgeMesh: public vcg::edge::EdgeMesh< vector<MyVertex>, vector<MyEdge> > {};
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*/
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class MyEdge; // dummy prototype never used
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class MyFace;
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class MyFace;
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class MyVertex;
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class MyEdge;
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class MyVertex : public VertexSimp2< MyVertex, MyEdge, MyFace, vert::Coord3f, vert::BitFlags, vert::Normal3f, vert::Mark>{};
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class MyVertex : public VertexSimp2< MyVertex, MyEdge, MyFace, vert::Coord3f, vert::BitFlags, vert::Normal3f, vert::Mark>{};
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class MyEdge : public EdgeSimp2< MyVertex,MyEdge, MyFace, edge::VertexRef, edge::EVAdj> {};
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class MyFace : public FaceSimp2 < MyVertex, MyEdge, MyFace, face::VertexRef,face::FFAdj, face::BitFlags, face::Normal3f> {};
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class MyFace : public FaceSimp2 < MyVertex, MyEdge, MyFace, face::VertexRef,face::FFAdj, face::BitFlags, face::Normal3f> {};
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class MyEdgeMesh: public vcg::edg::EdgeMesh< vector<MyVertex>, vector<MyEdge> > {};
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class MyMesh : public tri::TriMesh< vector<MyVertex>, vector<MyFace > >{};
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class MyMesh : public tri::TriMesh< vector<MyVertex>, vector<MyFace > >{};
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@ -110,14 +103,19 @@ int main(int argc,char ** argv)
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edge_mesh, avg_length, &static_grid, intersected_cells);
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edge_mesh, avg_length, &static_grid, intersected_cells);
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// Compute bounding box
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// Compute bounding box
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vcg::edge::UpdateBounding<MyEdgeMesh>::Box(edge_mesh);
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vcg::edg::UpdateBounding<MyEdgeMesh>::Box(edge_mesh);
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// export the cross-section
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// export the cross-section
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if (vcg::edge::io::ExporterSVG<MyEdgeMesh>::Save(&edge_mesh, "out.svg"))
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vcg::edg::io::SVGProperties pr;
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pr.setScale(500/(float)edge_mesh.bbox.Diag());
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pr.setDimension(500,500);
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if (vcg::edg::io::ExporterSVG<MyEdgeMesh>::Save(&edge_mesh, "out.svg",pr))
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printf(" The cross-intersection has been successfully saved (OUT.SVG).\n");
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printf(" The cross-intersection has been successfully saved (OUT.SVG).\n");
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else
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else
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printf(" The cross-intersection cannot be saved.\n");
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printf(" The cross-intersection cannot be saved.\n");
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return 0;
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return 0;
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}
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}
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