vcglib/apps/sample/trimesh_intersection_plane/trimesh_intersection_plane.cpp

107 lines
5.1 KiB
C++

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/*! \file trimesh_intersection_plane.cpp
\ingroup code_sample
\brief An example of computing the intersection of a mesh with a plane,
saving this polyline as a well projected 2D SVG
and splicing the mesh in the two components below and over the plane
*/
#include <vcg/complex/complex.h>
#include <vcg/complex/algorithms/clean.h>
#include <vcg/complex/algorithms/intersection.h>
#include <vcg/complex/algorithms/refine.h>
#include <vcg/complex/algorithms/create/platonic.h>
#include <wrap/io_edgemesh/export_svg.h>
#include <wrap/io_edgemesh/export_dxf.h>
#include <wrap/io_trimesh/export_off.h>
using namespace std;
using namespace vcg;
class MyFace;
class MyEdge;
class MyVertex;
struct MyUsedTypes : public UsedTypes<
Use<MyVertex>::AsVertexType,
Use<MyEdge> ::AsEdgeType,
Use<MyFace> ::AsFaceType>{};
class MyVertex : public Vertex< MyUsedTypes, vertex::Coord3f, vertex::BitFlags, vertex::Normal3f, vertex::Qualityf, vertex::Mark>{};
class MyEdge : public Edge < MyUsedTypes, edge::VertexRef, edge::EVAdj> {};
class MyFace : public Face < MyUsedTypes, face::VertexRef, face::FFAdj, face::BitFlags, face::Normal3f> {};
class MyEdgeMesh: public tri::TriMesh< vector<MyVertex>, vector<MyEdge> > {};
class MyMesh: public tri::TriMesh< vector<MyVertex>, vector<MyFace > >{};
int main(int ,char **)
{
MyMesh m, m_over, m_under;;
Sphere(m);
printf("Created a sphere mesh of %i vertices %i edges\n",m.VN(),m.FN());
// Compute intersection with a random plane
math::MarsenneTwisterRNG rnd;
Point3f direction = vcg::math::GeneratePointOnUnitSphereUniform<float,math::MarsenneTwisterRNG>(rnd);
float distance = rnd.generate01();
vcg::Plane3<MyMesh::ScalarType> plane(distance, direction);
printf("Intersecting a sphere with a plane %4.2f %4.2f %4.2f off: %4.2f\n",direction[0],direction[1],direction[2],distance);
MyEdgeMesh edge_mesh; // the cross-section
vcg::IntersectionPlaneMesh<MyMesh, MyEdgeMesh, MyMesh::ScalarType>(m, plane, edge_mesh);
// Compute bounding box
vcg::tri::UpdateBounding<MyEdgeMesh>::Box(edge_mesh);
printf("Created a edge mesh of %i vertices %i edges\n",edge_mesh.VN(),edge_mesh.EN());
// export the cross-section (projected along the plane normal direction)
tri::io::SVGProperties pro;
pro.projDir = plane.Direction();
tri::io::ExporterSVG<MyEdgeMesh>::Save(edge_mesh, "trimesh_intersection.svg",pro);
// Now actually cut the mesh using the refine framework
tri::UpdateQuality<MyMesh>::VertexFromPlane(m, plane);
tri::QualityMidPointFunctor<MyMesh> slicingfunc(0.0);
tri::QualityEdgePredicate<MyMesh> slicingpred(0.0,0.0);
tri::UpdateTopology<MyMesh>::FaceFace(m);
tri::RefineE<MyMesh, tri::QualityMidPointFunctor<MyMesh>, tri::QualityEdgePredicate<MyMesh> > (m, slicingfunc, slicingpred, false);
tri::UpdateSelection<MyMesh>::VertexFromQualityRange(m,0,std::numeric_limits<float>::max());
tri::UpdateSelection<MyMesh>::FaceFromVertexStrict(m);
tri::Append<MyMesh,MyMesh>::Mesh(m_over,m,true);
tri::UpdateSelection<MyMesh>::FaceInvert(m);
tri::Append<MyMesh,MyMesh>::Mesh(m_under,m,true);
printf("Created a sphere mesh of %i vertices %i edges\n",m_over.VN(),m_over.FN());
tri::io::ExporterOFF<MyMesh>::Save(m_over,"trimesh_intersection_over.off");
printf("Created a sphere mesh of %i vertices %i edges\n",m_under.VN(),m_under.FN());
tri::io::ExporterOFF<MyMesh>::Save(m_under,"trimesh_intersection_under.off");
return 0;
}