vcglib/apps/sample/polygonmesh_base/polygonmesh.cpp

211 lines
8.2 KiB
C++

/****************************************************************************
* 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. *
* *
****************************************************************************/
#include <vcg/complex/complex.h>
#include <vcg/complex/algorithms/clean.h>
#include <vcg/complex/algorithms/create/platonic.h>
#include <wrap/io_trimesh/import.h>
#include <wrap/io_trimesh/export_ply.h>
/* include the support for half edges */
#include <vcg/complex/algorithms/update/halfedge_indexed.h>
using namespace vcg;
using namespace std;
// forward declarations
class TFace;
class TVertex;
struct TUsedTypes: public vcg::UsedTypes< vcg::Use<TVertex>::AsVertexType, vcg::Use<TFace>::AsFaceType >{};
/* Definition of a mesh of triangles
*/
class TVertex : public Vertex< TUsedTypes,
vertex::BitFlags,
vertex::Coord3f,
vertex::Normal3f,
vertex::Mark >{};
class TFace : public Face< TUsedTypes,
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 TMesh : public vcg::tri::TriMesh< vector<TVertex>, vector<TFace> > {};
/* Definition of a mesh of polygons that also supports half-edges
*/
class PFace;
class PVertex;
class PHEdge;
class PEdge;
struct PUsedTypes: public vcg::UsedTypes<vcg::Use<PVertex> ::AsVertexType,
vcg::Use<PEdge> ::AsEdgeType,
vcg::Use<PHEdge>::AsHEdgeType,
vcg::Use<PFace> ::AsFaceType
>{};
//class DummyEdge: public vcg::Edge<PolyUsedTypes>{};
class PVertex:public vcg::Vertex< PUsedTypes,
vcg::vertex::Coord3f,
vcg::vertex::Normal3f,
vcg::vertex::Mark,
vcg::vertex::BitFlags,
vcg::vertex::VHAdj>{} ;
class PEdge : public Edge<PUsedTypes>{};
class PHEdge : public HEdge< PUsedTypes, 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 PFace:public vcg::Face<
PUsedTypes
,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 PMesh: public
vcg::tri::TriMesh<
std::vector<PVertex>, // the vector of vertices
std::vector<PFace >, // the vector of faces
std::vector<PHEdge> , // the vector of edges
std::vector<PEdge> // the vector of edges
>{};
PMesh pm;
TMesh tm0;
int main(int /*argc*/, char *argv[]) {
int loadmask;
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<CMesh>::Open(mesh,argv[1],loadmask);
// vcg::tri::io::ImporterOFF<TMesh>::Open(tm0,argv[1],loadmask);
vcg::tri::Hexahedron(tm0);
vcg::tri::Clean<TMesh>::RemoveUnreferencedVertex(tm0);
vcg::tri::Clean<TMesh>::RemoveZeroAreaFace(tm0);
vcg::tri::UpdateTopology<TMesh>::FaceFace(tm0);
vcg::tri::Clean<TMesh>::RemoveNonManifoldFace(tm0);
vcg::tri::UpdateTopology<TMesh>::FaceFace(tm0);
assert(vcg::tri::Clean<TMesh>::CountNonManifoldEdgeFF(tm0)==0);
assert(vcg::tri::Clean<TMesh>::CountNonManifoldVertexFF(tm0)==0);
// create a polygon meshe from a trimesh with tagged faces
vcg::tri::PolygonSupport<TMesh,PMesh>::ImportFromTriMesh(pm,tm0);
}
else
{
/* second way:
Load into a polygon mesh straight away.
*/
vcg::tri::io::ImporterOBJ<PMesh>::Open(pm,argv[1],loadmask);
vcg::tri::UpdateTopology<PMesh>::FaceFace(pm);
vcg::tri::Clean<PMesh>::RemoveNonManifoldFace(pm);
vcg::tri::UpdateTopology<PMesh>::FaceFace(pm);
assert(vcg::tri::Clean<PMesh>::CountNonManifoldEdgeFF(pm));
}
// compute the half edges because I'm a half-edge programmer
vcg::tri::UpdateHalfEdges<PMesh>::FromIndexed(pm);
// .... my half edge based code ......
// check for consistency
assert(vcg::tri::UpdateHalfEdges<PMesh>::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){
PMesh::HEdgePointer ef = pm.face[i].FHp();
PMesh::HEdgePointer ef1 = ef -> HNp();
ef1 = ef1->HNp();
vcg::tri::UpdateHalfEdges<PMesh>::AddHEdge(pm, ef, ef1 );
}
assert(vcg::tri::UpdateHalfEdges<PMesh>::CheckConsistency(pm));
size = pm.face.size();
// remove an edge for each face
for(int i = 0; i < size; ++i)
if(!(pm.face[i].IsD() ))
{
PMesh::HEdgePointer ef = pm.face[i].FHp();
if( ef->HOp()->HFp() !=NULL){
vcg::tri::UpdateHalfEdges<PMesh>::RemoveHEdge(pm,ef);
}
}
// check for consistency
assert(vcg::tri::UpdateHalfEdges<PMesh>::CheckConsistency(pm));
// recompute indexed data structure from the half edge data structure
// vcg::tri::UpdateIndexed<PMesh>::FromHalfEdges(pm );
// create a triangle mesh from a polygon mesh
TMesh tm1;
vcg::tri::PolygonSupport<TMesh,PMesh>::ImportFromPolyMesh(tm1,pm);
vcg::tri::io::PlyInfo pi;
vcg::tri::io::ExporterPLY<TMesh>::Save(tm1,"converted_tri.ply",false,pi);
vcg::tri::io::ExporterPLY<PMesh>::Save(pm,"converted_poly.ply",false,pi);
}