113 lines
4.7 KiB
C++
113 lines
4.7 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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/*! \file trimesh_allocate.cpp
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\ingroup code_sample
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\brief the minimal example about creating and deleting elements
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Attributes are a simple mechanism to associate user-defined 'attributes' to the simplicies and to the mesh.
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\ref attributes for more Details
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*/
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#include<vcg/complex/complex.h>
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#include<vcg/complex/algorithms/create/platonic.h>
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class MyEdge;
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class MyFace;
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class MyVertex;
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struct MyUsedTypes : public vcg::UsedTypes< vcg::Use<MyVertex> ::AsVertexType,
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vcg::Use<MyFace> ::AsFaceType>{};
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class MyVertex : public vcg::Vertex< MyUsedTypes, vcg::vertex::Coord3f,vcg::vertex::Normal3f>{};
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class MyFace : public vcg::Face< MyUsedTypes, vcg::face::VertexRef, vcg::face::Normal3f> {};
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class MyMesh : public vcg::tri::TriMesh< std::vector<MyVertex>, std::vector<MyFace> > {};
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int main()
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{
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MyMesh m;
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MyMesh::VertexIterator vi = vcg::tri::Allocator<MyMesh>::AddVertices(m,3);
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MyMesh::FaceIterator fi = vcg::tri::Allocator<MyMesh>::AddFaces(m,1);
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MyMesh::VertexPointer ivp[4];
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ivp[0]=&*vi; vi->P()=MyMesh::CoordType ( 0.0, 0.0, 0.0); ++vi;
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ivp[1]=&*vi; vi->P()=MyMesh::CoordType ( 1.0, 0.0, 0.0); ++vi;
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ivp[2]=&*vi; vi->P()=MyMesh::CoordType ( 0.0, 1.0, 0.0); ++vi;
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fi->V(0)=ivp[0];
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fi->V(1)=ivp[1];
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fi->V(2)=ivp[2];
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// Alternative, more compact, method for adding a single vertex
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ivp[3]= &*vcg::tri::Allocator<MyMesh>::AddVertex(m,MyMesh::CoordType ( 1.0, 1.0, 0.0));
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// Alternative, more compact, method for adding a single face (once you have the vertex pointers)
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vcg::tri::Allocator<MyMesh>::AddFace(m, ivp[1],ivp[0],ivp[3]);
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// a potentially dangerous pointer to a mesh element
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MyMesh::FacePointer fp = &m.face[0];
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vcg::tri::Allocator<MyMesh>::PointerUpdater<MyMesh::FacePointer> pu;
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// now the fp pointer could be no more valid due to eventual re-allocation of the m.face vector.
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vcg::tri::Allocator<MyMesh>::AddVertices(m,3);
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vcg::tri::Allocator<MyMesh>::AddFaces(m,1,pu);
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// check if an update of the pointer is needed and do it.
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if(pu.NeedUpdate()) pu.Update(fp);
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// Now fill the mesh with an Icosahedron and then delete some faces
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vcg::tri::Icosahedron(m);
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vcg::tri::Allocator<MyMesh>::DeleteFace(m,m.face[1]);
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vcg::tri::Allocator<MyMesh>::DeleteFace(m,m.face[3]);
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// If you loop in a mesh with deleted elements you have to skip them!
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for(fi = m.face.begin(); fi!=m.face.end(); ++fi )
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{
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if(!fi->IsD()) // <---- Check added
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{
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MyMesh::CoordType b = vcg::Barycenter(*fi);
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}
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}
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// WRONG WAY of iterating: FN() != m.face.size() if there are deleted elements
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for(int i=0;i<m.FN();++i)
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{
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if(!fi->IsD())
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{
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MyMesh::CoordType b = vcg::Barycenter(*fi);
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}
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}
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// To remove the elements marked as deleted use
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vcg::tri::Allocator<MyMesh>::CompactFaceVector(m);
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vcg::tri::Allocator<MyMesh>::CompactVertexVector(m);
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// To clean all the containers from deleted elements
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vcg::tri::Allocator<MyMesh>::CompactEveryVector(m);
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// finally lets copy this mesh onto another one.
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MyMesh m2;
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vcg::tri::Append<MyMesh,MyMesh>::MeshCopy(m2,m);
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}
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