/**************************************************************************** * VCGLib o o * * Visual and Computer Graphics Library o o * * _ O _ * * Copyright(C) 2004-2016 \/)\/ * * 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. * * * ****************************************************************************/ /*! \file trimesh_create.cpp \ingroup code_sample \brief Some examples of building meshes out of nothing */ #include #include // input output #include class MyFace; class MyVertex; struct MyUsedTypes : public vcg::UsedTypes< vcg::Use::AsVertexType, vcg::Use::AsFaceType>{}; class MyVertex : public vcg::Vertex< MyUsedTypes, vcg::vertex::Coord3f, vcg::vertex::Normal3f, vcg::vertex::Color4b, vcg::vertex::BitFlags >{}; class MyFace : public vcg::Face < MyUsedTypes, vcg::face::VertexRef, vcg::face::Normal3f, vcg::face::FFAdj, vcg::face::BitFlags > {}; class MyMesh : public vcg::tri::TriMesh< std::vector, std::vector > {}; using namespace std; using namespace vcg; int main() { MyMesh diskMesh; // Create a simple triangle mesh using just a vector of coords and a vector of indexes vector coordVec; vector indexVec; coordVec.push_back(Point3f(0,0,0)); for(int i=0;i<36;++i) { float angleRad = float(i)*M_PI/18.0; coordVec.push_back(Point3f(sin(angleRad),cos(angleRad),0)); indexVec.push_back(Point3i(0,i+1,1+(i+1)%36)); } tri::BuildMeshFromCoordVectorIndexVector(diskMesh,coordVec,indexVec); tri::io::ExporterOFF::Save(diskMesh,"disc.off"); // Create the platonic solids MyMesh platonicMesh; tri::Tetrahedron(platonicMesh); tri::io::ExporterOFF::Save(platonicMesh,"tetrahedron.off"); tri::Octahedron(platonicMesh); tri::io::ExporterOFF::Save(platonicMesh,"octahedron.off"); tri::Hexahedron(platonicMesh); tri::io::ExporterOFF::Save(platonicMesh,"hexahedron.off"); tri::Dodecahedron(platonicMesh); tri::io::ExporterOFF::Save(platonicMesh,"dodecahedron.off"); tri::Icosahedron(platonicMesh); tri::io::ExporterOFF::Save(platonicMesh,"icosahedron.off"); // Procedurally transform a mesh into a solid collection of triangular prisms MyMesh facePrismMesh; tri::BuildPrismFaceShell(platonicMesh, facePrismMesh, 0.1f, 0.1f); tri::io::ExporterOFF::Save(facePrismMesh,"facePrism.off"); return 0; }