211 lines
8.2 KiB
C++
211 lines
8.2 KiB
C++
/****************************************************************************
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* VCGLib o o *
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* Visual and Computer Graphics Library o o *
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* _ O _ *
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* Copyright(C) 2004-2016 \/)\/ *
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* Visual Computing Lab /\/| *
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* ISTI - Italian National Research Council | *
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* \ *
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* All rights reserved. *
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* *
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* This program is free software; you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation; either version 2 of the License, or *
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* (at your option) any later version. *
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* *
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* This program is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU General Public License (http://www.gnu.org/licenses/gpl.txt) *
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* for more details. *
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* *
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****************************************************************************/
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#include <vcg/complex/complex.h>
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#include <vcg/complex/algorithms/clean.h>
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#include <vcg/complex/algorithms/create/platonic.h>
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#include <wrap/io_trimesh/import.h>
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#include <wrap/io_trimesh/export_ply.h>
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/* include the support for half edges */
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#include <vcg/complex/algorithms/update/halfedge_indexed.h>
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using namespace vcg;
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using namespace std;
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// forward declarations
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class TFace;
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class TVertex;
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struct TUsedTypes: public vcg::UsedTypes< vcg::Use<TVertex>::AsVertexType, vcg::Use<TFace>::AsFaceType >{};
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/* Definition of a mesh of triangles
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*/
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class TVertex : public Vertex< TUsedTypes,
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vertex::BitFlags,
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vertex::Coord3f,
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vertex::Normal3f,
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vertex::Mark >{};
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class TFace : public Face< TUsedTypes,
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face::VertexRef, // three pointers to vertices
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face::Normal3f, // normal
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face::BitFlags, // flags
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face::FFAdj // three pointers to adjacent faces
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> {};
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/* the mesh is a container of vertices and a container of faces */
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class TMesh : public vcg::tri::TriMesh< vector<TVertex>, vector<TFace> > {};
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/* Definition of a mesh of polygons that also supports half-edges
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*/
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class PFace;
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class PVertex;
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class PHEdge;
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class PEdge;
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struct PUsedTypes: public vcg::UsedTypes<vcg::Use<PVertex> ::AsVertexType,
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vcg::Use<PEdge> ::AsEdgeType,
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vcg::Use<PHEdge>::AsHEdgeType,
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vcg::Use<PFace> ::AsFaceType
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>{};
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//class DummyEdge: public vcg::Edge<PolyUsedTypes>{};
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class PVertex:public vcg::Vertex< PUsedTypes,
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vcg::vertex::Coord3f,
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vcg::vertex::Normal3f,
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vcg::vertex::Mark,
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vcg::vertex::BitFlags,
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vcg::vertex::VHAdj>{} ;
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class PEdge : public Edge<PUsedTypes>{};
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class PHEdge : public HEdge< PUsedTypes, hedge::BitFlags,
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//hedge::HFAdj, // pointer to the face
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//hedge::HOppAdj, // pointer to the opposite edge
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//hedge::HVAdj, // pointer to the vertex
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//hedge::HNextAdj, // pointer to the next halfedge
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hedge::HEdgeData // the previous 4 components (just more handy, you can comment this and uncomment the previous four lines)
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//,hedge::HPrevAdj // pointer to the previous halfedge
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>{};
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class PFace:public vcg::Face<
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PUsedTypes
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,vcg::face::PolyInfo // this is necessary if you use component in vcg/simplex/face/component_polygon.h
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// It says "this class is a polygon and the memory for its components (e.g. pointer to its vertices
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// will be allocated dynamically")
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,vcg::face::PFVAdj // Pointer to the vertices (just like FVAdj )
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,vcg::face::PFVAdj
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,vcg::face::PFFAdj // Pointer to edge-adjacent face (just like FFAdj )
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,vcg::face::PFHAdj // Pointer its half -edges ( you may need this if you use half edges)
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,vcg::face::BitFlags // bit flags
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,vcg::face::Normal3f // normal
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> {};
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class PMesh: public
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vcg::tri::TriMesh<
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std::vector<PVertex>, // the vector of vertices
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std::vector<PFace >, // the vector of faces
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std::vector<PHEdge> , // the vector of edges
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std::vector<PEdge> // the vector of edges
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>{};
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PMesh pm;
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TMesh tm0;
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int main(int /*argc*/, char *argv[]) {
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int loadmask;
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if(true){
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/*
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first way:
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1) read a polygon mesh that will be automatically converted in a triangle mesh tagging
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the internal edges (i.e. the edges that have been added for triangulating the polygons)
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2) make some cleaning
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3) import the tagged triangle mesh in a polygon mesh
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*/
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// vcg::tri::io::ImporterOBJ<CMesh>::Open(mesh,argv[1],loadmask);
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// vcg::tri::io::ImporterOFF<TMesh>::Open(tm0,argv[1],loadmask);
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vcg::tri::Hexahedron(tm0);
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vcg::tri::Clean<TMesh>::RemoveUnreferencedVertex(tm0);
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vcg::tri::Clean<TMesh>::RemoveZeroAreaFace(tm0);
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vcg::tri::UpdateTopology<TMesh>::FaceFace(tm0);
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vcg::tri::Clean<TMesh>::RemoveNonManifoldFace(tm0);
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vcg::tri::UpdateTopology<TMesh>::FaceFace(tm0);
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assert(vcg::tri::Clean<TMesh>::CountNonManifoldEdgeFF(tm0)==0);
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assert(vcg::tri::Clean<TMesh>::CountNonManifoldVertexFF(tm0)==0);
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// create a polygon meshe from a trimesh with tagged faces
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vcg::tri::PolygonSupport<TMesh,PMesh>::ImportFromTriMesh(pm,tm0);
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}
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else
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{
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/* second way:
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Load into a polygon mesh straight away.
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*/
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vcg::tri::io::ImporterOBJ<PMesh>::Open(pm,argv[1],loadmask);
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vcg::tri::UpdateTopology<PMesh>::FaceFace(pm);
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vcg::tri::Clean<PMesh>::RemoveNonManifoldFace(pm);
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vcg::tri::UpdateTopology<PMesh>::FaceFace(pm);
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assert(vcg::tri::Clean<PMesh>::CountNonManifoldEdgeFF(pm));
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}
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// compute the half edges because I'm a half-edge programmer
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vcg::tri::UpdateHalfEdges<PMesh>::FromIndexed(pm);
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// .... my half edge based code ......
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// check for consistency
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assert(vcg::tri::UpdateHalfEdges<PMesh>::CheckConsistency(pm));
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int size = pm.face.size();
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// add a face to each face with more than 3 vertices ( just one pass)
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for(int i = 0; i < size; ++i)
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if(!(pm.face[i].IsD()))
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if(pm.face[i].VN()>3){
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PMesh::HEdgePointer ef = pm.face[i].FHp();
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PMesh::HEdgePointer ef1 = ef -> HNp();
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ef1 = ef1->HNp();
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vcg::tri::UpdateHalfEdges<PMesh>::AddHEdge(pm, ef, ef1 );
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}
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assert(vcg::tri::UpdateHalfEdges<PMesh>::CheckConsistency(pm));
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size = pm.face.size();
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// remove an edge for each face
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for(int i = 0; i < size; ++i)
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if(!(pm.face[i].IsD() ))
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{
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PMesh::HEdgePointer ef = pm.face[i].FHp();
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if( ef->HOp()->HFp() !=NULL){
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vcg::tri::UpdateHalfEdges<PMesh>::RemoveHEdge(pm,ef);
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}
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}
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// check for consistency
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assert(vcg::tri::UpdateHalfEdges<PMesh>::CheckConsistency(pm));
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// recompute indexed data structure from the half edge data structure
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// vcg::tri::UpdateIndexed<PMesh>::FromHalfEdges(pm );
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// create a triangle mesh from a polygon mesh
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TMesh tm1;
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vcg::tri::PolygonSupport<TMesh,PMesh>::ImportFromPolyMesh(tm1,pm);
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vcg::tri::io::PlyInfo pi;
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vcg::tri::io::ExporterPLY<TMesh>::Save(tm1,"converted_tri.ply",false,pi);
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vcg::tri::io::ExporterPLY<PMesh>::Save(pm,"converted_poly.ply",false,pi);
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}
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