Still improving documentation
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@ -30,29 +30,27 @@ This file contain a minimal example of the library, showing how to load a mesh a
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*/
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#include<vcg/complex/complex.h>
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// input output
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#include<wrap/io_trimesh/import_off.h>
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// topology computation
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#include<vcg/complex/algorithms/update/topology.h>
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// normals
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#include<vcg/complex/algorithms/update/normal.h>
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class MyVertex; class MyEdge; class MyFace;
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struct MyUsedTypes : public vcg::UsedTypes<vcg::Use<MyVertex> ::AsVertexType,
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vcg::Use<MyEdge> ::AsEdgeType,
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vcg::Use<MyFace> ::AsFaceType>{};
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class MyEdge;
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class MyFace;
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class MyVertex;
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struct MyUsedTypes : public vcg::UsedTypes< vcg::Use<MyVertex> ::AsVertexType,
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vcg::Use<MyEdge> ::AsEdgeType,
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vcg::Use<MyFace> ::AsFaceType>{};
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class MyVertex : public vcg::Vertex< MyUsedTypes, vcg::vertex::Coord3f, vcg::vertex::Normal3f, vcg::vertex::BitFlags >{};
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class MyFace : public vcg::Face< MyUsedTypes, vcg::face::FFAdj, vcg::face::VertexRef, vcg::face::BitFlags > {};
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class MyEdge : public vcg::Edge< MyUsedTypes> {};
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class MyVertex : public vcg::Vertex<MyUsedTypes, vcg::vertex::Coord3f, vcg::vertex::Normal3f, vcg::vertex::BitFlags >{};
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class MyFace : public vcg::Face< MyUsedTypes, vcg::face::FFAdj, vcg::face::VertexRef, vcg::face::BitFlags > {};
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class MyEdge : public vcg::Edge<MyUsedTypes>{};
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class MyMesh : public vcg::tri::TriMesh< std::vector<MyVertex>, std::vector<MyFace> , std::vector<MyEdge> > {};
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class MyVertex0 : public vcg::Vertex< MyUsedTypes, vcg::vertex::Coord3f, vcg::vertex::BitFlags >{};
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class MyVertex1 : public vcg::Vertex< MyUsedTypes, vcg::vertex::Coord3f, vcg::vertex::Normal3f, vcg::vertex::BitFlags >{};
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class MyVertex2 : public vcg::Vertex< MyUsedTypes, vcg::vertex::Coord3f, vcg::vertex::Color4b, vcg::vertex::CurvatureDirf,
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vcg::vertex::Qualityf, vcg::vertex::Normal3f, vcg::vertex::BitFlags >{};
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int main( int argc, char **argv )
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{
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if(argc<2)
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@ -60,7 +58,7 @@ int main( int argc, char **argv )
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printf("Usage trimesh_base <meshfilename.obj>\n");
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return -1;
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}
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/*! we simply
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/*!
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*/
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MyMesh m;
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@ -74,4 +74,18 @@ m.vert.size() == m.vn
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m.face.size() == m.fn
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\endcode
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Note that if there are no deleted elements in your mesh, the compactor functions returns immediately.
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How to copy a mesh
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------------
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Given the intricate nature of the mesh itself it is severely forbidden any attempt of copying meshes as simple object. To copy a mesh you have to use the Append utility class:
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\code
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#include<vcg/complex/trimesh/append.h>
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MyMesh ml,mr;
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...
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tri::Append<MyMesh>::Mesh(ml,mr);
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\endcode
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This is equivalent to append the content of mr onto ml. If you want simple copy just clear ml before calling the above function.
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*/
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@ -665,16 +665,20 @@ WARN_LOGFILE =
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# directories like "/usr/src/myproject". Separate the files or directories
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# with spaces.
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INPUT = . \
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../../vcg/complex/algorithms/update \
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../../apps/sample/trimesh_base \
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../../apps/sample/trimesh_attribute \
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../../apps/sample/trimesh_smooth \
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../../apps/sample/trimesh_refine \
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../../vcg/complex/allocate.h \
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../../vcg/complex/algorithms/inertia.h \
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../../vcg/complex/algorithms/clean.h \
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../../apps/sample/trimesh_inertia
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INPUT = \
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../../vcg/complex/allocate.h \
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../../vcg/complex/algorithms/update \
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../../vcg/complex/algorithms/inertia.h \
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../../vcg/complex/algorithms/point_sampling.h \
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../../vcg/complex/algorithms/clean.h \
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../../vcg/complex/algorithms/refine.h \
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../../apps/sample/trimesh_base \
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../../apps/sample/trimesh_attribute \
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../../apps/sample/trimesh_smooth \
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../../apps/sample/trimesh_refine \
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../../apps/sample/trimesh_inertia \
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../../apps/sample/point_sampling \
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.
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# This tag can be used to specify the character encoding of the source files
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# that doxygen parses. Internally doxygen uses the UTF-8 encoding, which is
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@ -3,96 +3,60 @@ How to define a mesh type
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=====
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The VCG Lib may encode a mesh in several ways, the most common of which is a set of vertices and set of triangles (i.e. triangles for triangle meshes, tetrahedra for tetrahedral meshes). The following line is an example of the definition of a VCG type of mesh:
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\code
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class MyMesh : public vcg::tri::TriMesh< std::vector<MyVertex>, std::vector<MyFace> > {}
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\endcode
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where vcg::TriMesh is the base type for a triangle mesh and it is templated on:
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- the type of STL random access container containing the vertices
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\dontinclude trimesh_base.cpp
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\skip MyMesh
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\until MyMesh
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where vcg::tri::TriMesh is the base type for a triangle mesh and it is templated on:
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- the type of container containing the vertices (usually a std::vector
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- which in turn is templated on your vertex type
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- the type of STL random access container containing the faces
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- which in turn is templated on your face type
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Another valid example is:
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\code
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class MyMesh : public vcg::tri::TriMesh< std::vector<MyFace> ,std::vector<MyVertex>,std::vector<MyEdge> > {}
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\endcode
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In other words, to define a type of mesh you need only to derive from vcg::tri::TriMesh and to provide the type of containers of the elements you want to use to encode the mesh. In this second example we also passed a std::vector of type MyEdge, which, as we will see shortly, is the type of our edge. Note that there is no predefined order to follow for passing the template parameters to TriMesh.
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The face, the edge and the vertex type are the crucial bits to understand in order to be able to take the best from VCG Lib. A vertex, an edge, a face and a tetrahedron are just an user defined (possibly empty) collection of attribute. For example you will probably expect MyVertex to contain the (x,y,z) position of the vertex, but what about the surface normal at the vertex?.. and the color? VCG Lib gives you a pretty elegant way to define whichever attributes you want to store in each vertex, face, or edge. For example, the following example shows three valid definitions of MyVertex :
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\code
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#include <vcg/simplex/vertex/base.h>
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#include <vcg/simplex/vertex/component.h>
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\dontinclude trimesh_base.cpp
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\skip complex.h
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\until complex.h
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\skip class
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\until MyMesh
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class MyVertex;
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class MyFace;
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class MyEdge;
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The face, the edge and the vertex type are the crucial bits to understand in order to be able to take the best from VCG Lib. A vertex, an edge, a face and a tetrahedron are just an user defined (possibly empty) collection of attribute. For example you will probably expect MyVertex to contain the (x,y,z) position of the vertex, but what about the surface normal at the vertex?.. and the color? VCG Lib gives you a pretty elegant way to define whichever attributes you want to store in each vertex, face, or edge. For example, the following example shows three valid definitions of MyVertex of increasing complexity :
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class MyUsedTypes: public vcg::UsedTypes< vcg::Use<MyVertex>::AsVertexType,
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vcg::Use<MyEdge>::AsEdgeType,
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vcg::Use<MyFace>::AsFaceType> {};
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\dontinclude trimesh_base.cpp
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\skip MyVertex0
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\until Qualityf
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class MyVertex0 : public vcg::Vertex<MyUsedTypes, vcg::vertex::Coord3d, vcg::vertex::Normal3f> {};
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class MyVertex1 : public vcg::Vertex<MyUsedTypes, vcg::vertex::Coord3d, vcg::vertex::Normal3f,vcg::vertex::Color4b> {};
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class MyVertex2 : public vcg::Vertex<MyUsedTypes > {};
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\endcode
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vcg::Vertex is the VCG base class for a vertex.
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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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\code
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vcg::Use<[name of your type] >::As[Vertex | Edge | Face | HEdge | Wedge]Type>
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\endcode
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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 MyVertex differ for the remaining template parameters. These specify which values will be stored with the vertex type: MyVertex0 is a type storing coordinates as a triple of doubles and normal as a triple of floats, MyVertex1 also store a color value specified as 4 bytes and MyVertex2 does not store any value, it is just an empty class. vcg::Coord3d, vcg::Normal3f, vcg::Color4b and many others are implemented in VCG, their complete list can be found *here*. You can place any combination of them as a template parameters of your vertex (your entity) type (order is unimportant).
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Now we have all it takes for a working definition of MyMesh type:
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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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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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\code
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#include <vector>
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Many other compenents are implemented in VCG, their complete list can be found *here*. You can place any combination of them as a template parameters of your vertex (your entity) type (order is unimportant). Now we have all it takes for a working definition of MyMesh type:
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#include <vcg/simplex/vertex/base.h>
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#include <vcg/simplex/vertex/component.h>
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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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class MyVertex;
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class MyFace;
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class MyUsedTypes: public vcg::UsedTypes< vcg::Use<MyVertex>::AsVertexType>,
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vcg::Use<MyFace>::AsFaceType>
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\dontinclude trimesh_base.cpp
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\skip complex.h
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\until complex.h
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\skip class
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\until MyMesh
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\skip main
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\until }
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\until }
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\until }
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class MyVertex : public vcg::Vertex<MyUsedTypes, vcg::vertex::Coord3d, vcg::vertex::Normal3f> {};
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class MyFace : public vcg::Face<MyUsedTypes, vcg::face::VertexRef> {};
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class MyMesh : public vcg::tri::TriMesh< std::vector<MyVertex>, std::vector<MyFace> > {};
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One more comment: \c vcg::face::VertexRef is an attribute that stores 3 pointers to the type of vertex, so implementing the Indexed Data structure. This is an example of why the type MyFace needs to know the type MyVertex
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int main()
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{
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MyMesh m;
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return 0;
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}
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\endcode
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One more comment: vcg::VertexRef is an attribute that stores 3 pointers to the type of vertex, so implementing the Idexed Data structure. This is an example of why the type MyFace needs to know the type MyVertex
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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. 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 Allocation page.
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How to copy a mesh
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------------
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Given the intricate nature of the mesh itself it is severely forbidden any attempt of copying meshes as simple object. To copy a mesh you have to use the Append utility class:
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\code
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#include<vcg/complex/trimesh/append.h>
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MyMesh ml,mr;
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...
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tri::Append<MyMesh>::Mesh(ml,mr);
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\endcode
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This is equivalent to append the content of mr onto ml. If you want simple copy just clear ml before calling the above function.
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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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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 Allocation page. More details on the various kind of flags that can be associated are in the 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 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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How to process a mesh
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-------------
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