/**************************************************************************** * VCGLib o o * * Visual and Computer Graphics Library o o * * _ O _ * * Copyright(C) 2004-2012 \/)\/ * * 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. * * * ****************************************************************************/ #include /*include the algorithms for updating: */ #include #include #include /*include the algorithms for mesh fixing */ #include #include #include /* include the support for polygon meshes (function to convert from/to trimesh)*/ #include /* include the support for polygon meshes (the component for the face )*/ #include /* include the support for half edges */ #include using namespace vcg; using namespace std; // forward declarations class CFace; class CVertex; class CHEdge; class CEdge; class MyPolyVertex; struct CUsedTypes: public vcg::UsedTypes< vcg::Use::AsVertexType, vcg::Use::AsFaceType >{}; /* Definition of a mesh of triangles */ class CVertex : public Vertex< CUsedTypes, vertex::BitFlags, vertex::Coord3f, vertex::Normal3f, vertex::Mark >{}; class CFace : public Face< CUsedTypes, face::VertexRef, // three pointers to vertices face::Normal3f, // normal face::BitFlags, // flags face::FFAdj // three pointers to adjacent faces > {}; /* the mesh is a container of vertices and a container of faces */ class CMesh : public vcg::tri::TriMesh< vector, vector > {}; /* Definition of a mesh of polygons that also supports half-edges */ class MyPolyFace; class MyPolyVertex; struct PolyUsedTypes: public vcg::UsedTypes ::AsVertexType, vcg::Use ::AsEdgeType, vcg::Use ::AsHEdgeType, vcg::Use ::AsFaceType >{}; //class DummyEdge: public vcg::Edge{}; class MyPolyVertex:public vcg::Vertex< PolyUsedTypes, vcg::vertex::Coord3f, vcg::vertex::Normal3f, vcg::vertex::Mark, vcg::vertex::BitFlags, vcg::vertex::VHAdj>{} ; class CEdge : public Edge{}; class CHEdge : public HEdge< PolyUsedTypes, hedge::BitFlags, //hedge::HFAdj, // pointer to the face //hedge::HOppAdj, // pointer to the opposite edge //hedge::HVAdj, // pointer to the vertex //hedge::HNextAdj, // pointer to the next halfedge hedge::HEdgeData // the previous 4 components (just more handy, you can comment this and uncomment the previous four lines) //,hedge::HPrevAdj // pointer to the previous halfedge >{}; class MyPolyFace:public vcg::Face< PolyUsedTypes ,vcg::face::PolyInfo // this is necessary if you use component in vcg/simplex/face/component_polygon.h // It says "this class is a polygon and the memory for its components (e.g. pointer to its vertices // will be allocated dynamically") ,vcg::face::PFVAdj // Pointer to the vertices (just like FVAdj ) ,vcg::face::PFVAdj ,vcg::face::PFFAdj // Pointer to edge-adjacent face (just like FFAdj ) ,vcg::face::PFHAdj // Pointer its half -edges ( you may need this if you use half edges) ,vcg::face::BitFlags // bit flags ,vcg::face::Normal3f // normal > {}; class MyPolyMesh: public vcg::tri::TriMesh< std::vector, // the vector of vertices std::vector, // the vector of faces std::vector , // the vector of edges std::vector // the vector of edges >{}; MyPolyMesh pm; //////////////////////////////////////////////////////////////////////////// // Globals: the mesh, the OpenGL wrapper to draw the mesh and the trackball. CMesh mesh,mesh1; int main(int argc, char *argv[]) { int loadmask; vcg::tri::io::PlyInfo pi; // pm.hedge.reserve(100000); if(true){ /* first way: 1) read a polygon mesh that will be automatically converted in a triangle mesh tagging the internal edges (i.e. the edges that have been added for triangulating the polygons) 2) make some cleaning 3) import the tagged triangle mesh in a polygon mesh */ // vcg::tri::io::ImporterOBJ::Open(mesh,argv[1],loadmask); vcg::tri::io::ImporterOFF::Open(mesh,argv[1],loadmask); vcg::tri::Clean::RemoveUnreferencedVertex(mesh); vcg::tri::Clean::RemoveZeroAreaFace(mesh); vcg::tri::UpdateTopology::FaceFace(mesh); vcg::tri::Clean::RemoveNonManifoldFace(mesh); vcg::tri::UpdateTopology::FaceFace(mesh); assert(vcg::tri::Clean::CountNonManifoldEdgeFF(mesh)==0); assert(vcg::tri::Clean::CountNonManifoldVertexFF(mesh)==0); // create a polygon meshe from a trimesh with tagged faces vcg::tri::PolygonSupport::ImportFromTriMesh(pm,mesh); } else { /* second way: Load into a polygon mesh straight away. */ vcg::tri::io::ImporterOBJ::Open(pm,argv[1],loadmask); vcg::tri::UpdateTopology::FaceFace(pm); vcg::tri::Clean::RemoveNonManifoldFace(pm); vcg::tri::UpdateTopology::FaceFace(pm); assert(vcg::tri::Clean::CountNonManifoldEdgeFF(pm)); } // compute the half edges because I'm a half-edge programmer vcg::tri::UpdateHalfEdges::FromIndexed(pm); // .... my half edge based code ...... // check for consistency assert(vcg::tri::UpdateHalfEdges::CheckConsistency(pm)); int size = pm.face.size(); // add a face to each face with more than 3 vertices ( just one pass) for(int i = 0; i < size; ++i) if(!(pm.face[i].IsD())) if(pm.face[i].VN()>3){ MyPolyMesh::HEdgePointer ef = pm.face[i].FHp(); MyPolyMesh::HEdgePointer ef1 = ef -> HNp(); ef1 = ef1->HNp(); vcg::tri::UpdateHalfEdges::AddHEdge(pm, ef, ef1 ); } assert(vcg::tri::UpdateHalfEdges::CheckConsistency(pm)); size = pm.face.size(); // remove an edge for each face for(int i = 0; i < size; ++i) if(!(pm.face[i].IsD() )) { MyPolyMesh::HEdgePointer ef = pm.face[i].FHp(); if( ef->HOp()->HFp() !=NULL){ vcg::tri::UpdateHalfEdges::RemoveHEdge(pm,ef); } } // check for consistency assert(vcg::tri::UpdateHalfEdges::CheckConsistency(pm)); // recompute indexed data structure from the half edge data structure vcg::tri::UpdateIndexed::FromHalfEdges(pm ); // create a triangle mesh from a polygon mesh vcg::tri::PolygonSupport::ImportFromPolyMesh(mesh1,pm); // write out the triangle mesh vcg::tri::io::ExporterPLY::Save(mesh1,"converted_out.ply",true,pi); }