vcglib/vcg/complex/trimesh/create/platonic.h

748 lines
23 KiB
C++

/****************************************************************************
* VCGLib o o *
* Visual and Computer Graphics Library o o *
* _ O _ *
* Copyright(C) 2004 \/)\/ *
* 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. *
* *
****************************************************************************/
/****************************************************************************
History
$Log: not supported by cvs2svn $
Revision 1.13 2008/02/15 14:38:32 ganovelli
added Cylinder(..). the filename platonic.h is lesser and lesser significant...
Revision 1.12 2007/10/19 22:29:36 cignoni
Re-Wrote basic build function
Revision 1.11 2007/02/01 06:38:27 cignoni
Added small comment to grid function
Revision 1.10 2007/01/27 13:14:34 marfr960
Removed unuseful CoordType test
Revision 1.9 2006/08/23 15:29:44 marfr960
*** empty log message ***
Revision 1.8 2006/03/27 04:18:35 cignoni
Double->Scalar in dodecahedron
Revision 1.7 2006/01/30 08:09:05 cignoni
Corrected Grid
Revision 1.6 2006/01/22 17:10:15 cignoni
Added Grid function (to build range map meshes...)
Revision 1.5 2005/07/11 13:16:34 cignoni
small gcc-related compiling issues (typenames,ending cr, initialization order)
Revision 1.4 2005/07/01 11:17:06 cignoni
Added option of passing a base mesh to Sphere for spherifying it
Revision 1.3 2005/06/17 00:49:29 cignoni
Added missing Sphere function
Revision 1.2 2005/02/25 11:41:08 pietroni
Fixed bug in Square
Revision 1.1 2005/01/19 15:43:15 fiorin
Moved from vcg/complex/trimesh to vcg/complex/trimesh/create
Revision 1.10 2004/10/28 00:54:34 cignoni
Better Doxygen documentation
Revision 1.9 2004/09/24 10:14:38 fiorin
Corrected bug in cone
Revision 1.8 2004/09/22 15:12:38 fiorin
Corrected bug in hexahedron
Revision 1.7 2004/07/09 15:34:29 tarini
Dodecahedron added! (and doxigened a little bit)
Revision 1.6 2004/05/13 21:08:00 cignoni
Conformed C++ syntax to GCC requirements
Revision 1.5 2004/03/18 15:29:07 cignoni
Completed Octahedron and Icosahedron
Revision 1.2 2004/03/03 16:11:46 cignoni
First working version (tetrahedron!)
****************************************************************************/
#ifndef __VCGLIB_PLATONIC
#define __VCGLIB_PLATONIC
#include<vcg/math/base.h>
#include<vcg/complex/trimesh/allocate.h>
#include<vcg/complex/trimesh/refine.h>
#include<vcg/complex/trimesh/update/flag.h>
namespace vcg {
namespace tri {
/** \addtogroup trimesh */
//@{
/**
A set of functions that builds meshes
that represent surfaces of platonic solids,
and other simple shapes.
The 1st parameter is the mesh that will
be filled with the solid.
*/
template <class TetraMeshType>
void Tetrahedron(TetraMeshType &in)
{
typedef TetraMeshType MeshType;
typedef typename TetraMeshType::CoordType CoordType;
typedef typename TetraMeshType::VertexPointer VertexPointer;
typedef typename TetraMeshType::VertexIterator VertexIterator;
typedef typename TetraMeshType::FaceIterator FaceIterator;
in.Clear();
Allocator<TetraMeshType>::AddVertices(in,4);
Allocator<TetraMeshType>::AddFaces(in,4);
VertexPointer ivp[4];
VertexIterator vi=in.vert.begin();
ivp[0]=&*vi;(*vi).P()=CoordType ( 1.0, 1.0, 1.0); ++vi;
ivp[1]=&*vi;(*vi).P()=CoordType (-1.0, 1.0,-1.0); ++vi;
ivp[2]=&*vi;(*vi).P()=CoordType (-1.0,-1.0, 1.0); ++vi;
ivp[3]=&*vi;(*vi).P()=CoordType ( 1.0,-1.0,-1.0);
FaceIterator fi=in.face.begin();
(*fi).V(0)=ivp[0]; (*fi).V(1)=ivp[1]; (*fi).V(2)=ivp[2]; ++fi;
(*fi).V(0)=ivp[0]; (*fi).V(1)=ivp[2]; (*fi).V(2)=ivp[3]; ++fi;
(*fi).V(0)=ivp[0]; (*fi).V(1)=ivp[3]; (*fi).V(2)=ivp[1]; ++fi;
(*fi).V(0)=ivp[3]; (*fi).V(1)=ivp[2]; (*fi).V(2)=ivp[1];
}
/// builds a Dodecahedron,
/// (each pentagon is composed of 5 triangles)
template <class DodMeshType>
void Dodecahedron(DodMeshType & in)
{
typedef DodMeshType MeshType;
typedef typename MeshType::CoordType CoordType;
typedef typename MeshType::VertexPointer VertexPointer;
typedef typename MeshType::VertexIterator VertexIterator;
typedef typename MeshType::FaceIterator FaceIterator;
typedef typename MeshType::ScalarType ScalarType;
const int N_penta=12;
const int N_points=62;
int penta[N_penta*3*3]=
{20,11, 18, 18, 11, 8, 8, 11, 4,
13,23, 4, 4, 23, 8, 8, 23, 16,
13, 4, 30, 30, 4, 28, 28, 4, 11,
16,34, 8, 8, 34, 18, 18, 34, 36,
11,20, 28, 28, 20, 45, 45, 20, 38,
13,30, 23, 23, 30, 41, 41, 30, 47,
16,23, 34, 34, 23, 50, 50, 23, 41,
20,18, 38, 38, 18, 52, 52, 18, 36,
30,28, 47, 47, 28, 56, 56, 28, 45,
50,60, 34, 34, 60, 36, 36, 60, 52,
45,38, 56, 56, 38, 60, 60, 38, 52,
50,41, 60, 60, 41, 56, 56, 41, 47 };
//A B E D C
const ScalarType p=(1.0 + math::Sqrt(5.0)) / 2.0;
const ScalarType p2=p*p;
const ScalarType p3=p*p*p;
ScalarType vv[N_points*3]=
{
0, 0, 2*p2, p2, 0, p3, p, p2, p3,
0, p, p3, -p, p2, p3, -p2, 0, p3,
-p, -p2, p3, 0, -p, p3, p, -p2, p3,
p3, p, p2, p2, p2, p2, 0, p3, p2,
-p2, p2, p2, -p3, p, p2, -p3, -p, p2,
-p2, -p2, p2, 0, -p3, p2, p2, -p2, p2,
p3, -p, p2, p3, 0, p, p2, p3, p,
-p2, p3, p, -p3, 0, p, -p2, -p3, p,
p2, -p3, p, 2*p2, 0, 0, p3, p2, 0,
p, p3, 0, 0, 2*p2, 0, -p, p3, 0,
-p3, p2, 0, -2*p2, 0, 0, -p3, -p2, 0,
-p, -p3, 0, 0, -2*p2, 0, p, -p3, 0,
p3, -p2, 0, p3, 0, -p, p2, p3, -p,
-p2, p3, -p, -p3, 0, -p, -p2, -p3, -p,
p2, -p3, -p, p3, p, -p2, p2, p2, -p2,
0, p3, -p2, -p2, p2, -p2, -p3, p, -p2,
-p3, -p, -p2, -p2, -p2, -p2, 0, -p3, -p2,
p2, -p2, -p2, p3, -p, -p2, p2, 0, -p3,
p, p2, -p3, 0, p, -p3, -p, p2, -p3,
-p2, 0, -p3, -p, -p2, -p3, 0, -p, -p3,
p, -p2, -p3, 0, 0, -2*p2
};
in.Clear();
//in.face.clear();
Allocator<DodMeshType>::AddVertices(in,20+12);
Allocator<DodMeshType>::AddFaces(in, 5*12); // five pentagons, each made by 5 tri
int h,i,j,k=0,m=0;
bool used[N_points];
for (i=0; i<N_points; i++) used[i]=false;
int reindex[20+12 *10];
ScalarType xx,yy,zz, sx,sy,sz;
int order[5]={0,1,8,6,2};
int added[12];
VertexIterator vi=in.vert.begin();
for (i=0; i<12; i++) {
sx=sy=sz=0;
for (int j=0; j<5; j++) {
h= penta[ i*9 + order[j] ]-1;
xx=vv[h*3];yy=vv[h*3+1];zz=vv[h*3+2]; sx+=xx; sy+=yy; sz+=zz;
if (!used[h]) {
(*vi).P()=CoordType( xx, yy, zz ); vi++;
used[h]=true;
reindex[ h ] = m++;
}
};
(*vi).P()=CoordType( sx/5.0, sy/5.0, sz/5.0 ); vi++;
added[ i ] = m++;
}
std::vector<VertexPointer> index(in.vn);
for(j=0,vi=in.vert.begin();j<in.vn;++j,++vi) index[j] = &(*vi);
FaceIterator fi=in.face.begin();
for (i=0; i<12; i++) {
for (j=0; j<5; j++){
(*fi).V(0)=index[reindex[penta[i*9 + order[j ] ] -1 ] ];
(*fi).V(1)=index[reindex[penta[i*9 + order[(j+1)%5] ] -1 ] ];
(*fi).V(2)=index[added[i] ];
fi++;
}
};
};
template <class OctMeshType>
void Octahedron(OctMeshType &in)
{
typedef OctMeshType MeshType;
typedef typename MeshType::CoordType CoordType;
typedef typename MeshType::VertexPointer VertexPointer;
typedef typename MeshType::VertexIterator VertexIterator;
typedef typename MeshType::FaceIterator FaceIterator;
in.Clear();
Allocator<OctMeshType>::AddVertices(in,6);
Allocator<OctMeshType>::AddFaces(in,8);
VertexPointer ivp[6];
VertexIterator vi=in.vert.begin();
ivp[0]=&*vi;(*vi).P()=CoordType ( 1, 0, 0); ++vi;
ivp[1]=&*vi;(*vi).P()=CoordType ( 0, 1, 0); ++vi;
ivp[2]=&*vi;(*vi).P()=CoordType ( 0, 0, 1); ++vi;
ivp[3]=&*vi;(*vi).P()=CoordType (-1, 0, 0); ++vi;
ivp[4]=&*vi;(*vi).P()=CoordType ( 0,-1, 0); ++vi;
ivp[5]=&*vi;(*vi).P()=CoordType ( 0, 0,-1);
FaceIterator fi=in.face.begin();
(*fi).V(0)=ivp[0]; (*fi).V(1)=ivp[1]; (*fi).V(2)=ivp[2]; ++fi;
(*fi).V(0)=ivp[0]; (*fi).V(1)=ivp[2]; (*fi).V(2)=ivp[4]; ++fi;
(*fi).V(0)=ivp[0]; (*fi).V(1)=ivp[4]; (*fi).V(2)=ivp[5]; ++fi;
(*fi).V(0)=ivp[0]; (*fi).V(1)=ivp[5]; (*fi).V(2)=ivp[1]; ++fi;
(*fi).V(0)=ivp[3]; (*fi).V(1)=ivp[1]; (*fi).V(2)=ivp[5]; ++fi;
(*fi).V(0)=ivp[3]; (*fi).V(1)=ivp[5]; (*fi).V(2)=ivp[4]; ++fi;
(*fi).V(0)=ivp[3]; (*fi).V(1)=ivp[4]; (*fi).V(2)=ivp[2]; ++fi;
(*fi).V(0)=ivp[3]; (*fi).V(1)=ivp[2]; (*fi).V(2)=ivp[1];
}
template <class IcoMeshType>
void Icosahedron(IcoMeshType &in)
{
typedef IcoMeshType MeshType;
typedef typename MeshType::ScalarType ScalarType;
typedef typename MeshType::CoordType CoordType;
typedef typename MeshType::VertexPointer VertexPointer;
typedef typename MeshType::VertexIterator VertexIterator;
typedef typename MeshType::FaceIterator FaceIterator;
ScalarType L=ScalarType((math::Sqrt(5.0)+1.0)/2.0);
CoordType vv[12]={
CoordType ( 0, L, 1),
CoordType ( 0, L,-1),
CoordType ( 0,-L, 1),
CoordType ( 0,-L,-1),
CoordType ( L, 1, 0),
CoordType ( L,-1, 0),
CoordType (-L, 1, 0),
CoordType (-L,-1, 0),
CoordType ( 1, 0, L),
CoordType (-1, 0, L),
CoordType ( 1, 0,-L),
CoordType (-1, 0,-L)
};
int ff[20][3]={
{1,0,4},{0,1,6},{2,3,5},{3,2,7},
{4,5,10},{5,4,8},{6,7,9},{7,6,11},
{8,9,2},{9,8,0},{10,11,1},{11,10,3},
{0,8,4},{0,6,9},{1,4,10},{1,11,6},
{2,5,8},{2,9,7},{3,10,5},{3,7,11}
};
in.Clear();
Allocator<IcoMeshType>::AddVertices(in,12);
Allocator<IcoMeshType>::AddFaces(in,20);
VertexPointer ivp[12];
VertexIterator vi;
int i;
for(i=0,vi=in.vert.begin();vi!=in.vert.end();++i,++vi){
(*vi).P()=vv[i];
ivp[i]=&*vi;
}
FaceIterator fi;
for(i=0,fi=in.face.begin();fi!=in.face.end();++i,++fi){
(*fi).V(0)=ivp[ff[i][0]];
(*fi).V(1)=ivp[ff[i][1]];
(*fi).V(2)=ivp[ff[i][2]];
}
}
template <class MeshType>
void Hexahedron(MeshType &in)
{
typedef typename MeshType::ScalarType ScalarType;
typedef typename MeshType::CoordType CoordType;
typedef typename MeshType::VertexPointer VertexPointer;
typedef typename MeshType::VertexIterator VertexIterator;
typedef typename MeshType::FaceIterator FaceIterator;
in.Clear();
Allocator<MeshType>::AddVertices(in,8);
Allocator<MeshType>::AddFaces(in,12);
VertexPointer ivp[8];
VertexIterator vi=in.vert.begin();
ivp[7]=&*vi;(*vi).P()=CoordType (-1,-1,-1); ++vi;
ivp[6]=&*vi;(*vi).P()=CoordType ( 1,-1,-1); ++vi;
ivp[5]=&*vi;(*vi).P()=CoordType (-1, 1,-1); ++vi;
ivp[4]=&*vi;(*vi).P()=CoordType ( 1, 1,-1); ++vi;
ivp[3]=&*vi;(*vi).P()=CoordType (-1,-1, 1); ++vi;
ivp[2]=&*vi;(*vi).P()=CoordType ( 1,-1, 1); ++vi;
ivp[1]=&*vi;(*vi).P()=CoordType (-1, 1, 1); ++vi;
ivp[0]=&*vi;(*vi).P()=CoordType ( 1, 1, 1);
FaceIterator fi=in.face.begin();
(*fi).V(0)=ivp[0]; (*fi).V(1)=ivp[1]; (*fi).V(2)=ivp[2]; ++fi;
(*fi).V(0)=ivp[3]; (*fi).V(1)=ivp[2]; (*fi).V(2)=ivp[1]; ++fi;
(*fi).V(0)=ivp[0]; (*fi).V(1)=ivp[2]; (*fi).V(2)=ivp[4]; ++fi;
(*fi).V(0)=ivp[6]; (*fi).V(1)=ivp[4]; (*fi).V(2)=ivp[2]; ++fi;
(*fi).V(0)=ivp[0]; (*fi).V(1)=ivp[4]; (*fi).V(2)=ivp[1]; ++fi;
(*fi).V(0)=ivp[5]; (*fi).V(1)=ivp[1]; (*fi).V(2)=ivp[4]; ++fi;
(*fi).V(0)=ivp[7]; (*fi).V(1)=ivp[5]; (*fi).V(2)=ivp[6]; ++fi;
(*fi).V(0)=ivp[4]; (*fi).V(1)=ivp[6]; (*fi).V(2)=ivp[5]; ++fi;
(*fi).V(0)=ivp[7]; (*fi).V(1)=ivp[6]; (*fi).V(2)=ivp[3]; ++fi;
(*fi).V(0)=ivp[2]; (*fi).V(1)=ivp[3]; (*fi).V(2)=ivp[6]; ++fi;
(*fi).V(0)=ivp[7]; (*fi).V(1)=ivp[3]; (*fi).V(2)=ivp[5]; ++fi;
(*fi).V(0)=ivp[1]; (*fi).V(1)=ivp[5]; (*fi).V(2)=ivp[3];
}
template <class MeshType>
void Square(MeshType &in)
{
typedef typename MeshType::ScalarType ScalarType;
typedef typename MeshType::CoordType CoordType;
typedef typename MeshType::VertexPointer VertexPointer;
typedef typename MeshType::VertexIterator VertexIterator;
typedef typename MeshType::FaceIterator FaceIterator;
in.Clear();
Allocator<MeshType>::AddVertices(in,4);
Allocator<MeshType>::AddFaces(in,2);
VertexPointer ivp[4];
VertexIterator vi=in.vert.begin();
ivp[0]=&*vi;(*vi).P()=CoordType ( 1, 0, 0); ++vi;
ivp[1]=&*vi;(*vi).P()=CoordType ( 0, 1, 0); ++vi;
ivp[2]=&*vi;(*vi).P()=CoordType (-1, 0, 0); ++vi;
ivp[3]=&*vi;(*vi).P()=CoordType ( 0,-1, 0);
FaceIterator fi=in.face.begin();
(*fi).V(0)=ivp[0]; (*fi).V(1)=ivp[1]; (*fi).V(2)=ivp[2]; ++fi;
(*fi).V(0)=ivp[0]; (*fi).V(1)=ivp[2]; (*fi).V(2)=ivp[3];
}
// this function build a sphere starting from a eventually not empty mesh.
// If the mesh is not empty it is 'spherified' and used as base for the subdivision process.
// otherwise an icosahedron is used.
template <class MeshType>
void Sphere(MeshType &in, const int subdiv = 3 )
{
typedef typename MeshType::ScalarType ScalarType;
typedef typename MeshType::CoordType CoordType;
typedef typename MeshType::VertexPointer VertexPointer;
typedef typename MeshType::VertexIterator VertexIterator;
typedef typename MeshType::FaceIterator FaceIterator;
if(in.vn==0 && in.fn==0) Icosahedron(in);
VertexIterator vi;
for(vi = in.vert.begin(); vi!=in.vert.end();++vi)
vi->P().Normalize();
tri::UpdateFlags<MeshType>::FaceBorderFromNone(in);
size_t lastsize = 0;
for(int i = 0 ; i < subdiv; ++i)
{
Refine< MeshType, MidPoint<MeshType> >(in, MidPoint<MeshType>(), 0);
for(vi = in.vert.begin() + lastsize; vi != in.vert.end(); ++vi)
vi->P().Normalize();
lastsize = in.vert.size();
}
}
/// r1 = raggio 1, r2 = raggio2, h = altezza (asse y)
template <class MeshType>
void Cone( MeshType& in,
const typename MeshType::ScalarType r1,
const typename MeshType::ScalarType r2,
const typename MeshType::ScalarType h )
{
typedef typename MeshType::ScalarType ScalarType;
typedef typename MeshType::CoordType CoordType;
typedef typename MeshType::VertexPointer VertexPointer;
typedef typename MeshType::VertexIterator VertexIterator;
typedef typename MeshType::FaceIterator FaceIterator;
const int D = 24;
int i,b1,b2;
in.Clear();
int VN,FN;
if(r1==0 || r2==0) {
VN=D+2;
FN=D*2;
} else {
VN=D*2+2;
FN=D*4;
}
Allocator<MeshType>::AddVertices(in,VN);
Allocator<MeshType>::AddFaces(in,FN);
VertexPointer *ivp = new VertexPointer[VN];
VertexIterator vi=in.vert.begin();
ivp[0]=&*vi;(*vi).P()=CoordType ( 0,-h/2,0 ); ++vi;
ivp[1]=&*vi;(*vi).P()=CoordType ( 0, h/2,0 ); ++vi;
b1 = b2 = 2;
int cnt=2;
if(r1!=0)
{
for(i=0;i<D;++i)
{
double a = i*3.14159265358979323846*2/D;
double s = sin(a);
double c = cos(a);
double x,y,z;
x = r1*c;
z = r1*s;
y = -h/2;
ivp[cnt]=&*vi; (*vi).P()= CoordType( x,y,z ); ++vi;++cnt;
}
b2 += D;
}
if(r2!=0)
{
for(i=0;i<D;++i)
{
double a = i*3.14159265358979323846*2/D;
double s = sin(a);
double c = cos(a);
double x,y,z;
x = r2*c;
z = r2*s;
y = h/2;
ivp[cnt]=&*vi; (*vi).P()= CoordType( x,y,z ); ++vi;++cnt;
}
}
FaceIterator fi=in.face.begin();
if(r1!=0) for(i=0;i<D;++i,++fi) {
(*fi).V(0)=ivp[0];
(*fi).V(1)=ivp[b1+i];
(*fi).V(2)=ivp[b1+(i+1)%D];
}
if(r2!=0) for(i=0;i<D;++i,++fi) {
(*fi).V(0)=ivp[1];
(*fi).V(2)=ivp[b2+i];
(*fi).V(1)=ivp[b2+(i+1)%D];
}
if(r1==0) for(i=0;i<D;++i,++fi)
{
(*fi).V(0)=ivp[0];
(*fi).V(1)=ivp[b2+i];
(*fi).V(2)=ivp[b2+(i+1)%D];
//in.face.push_back(*fi);
}
if(r2==0) for(i=0;i<D;++i,++fi){
(*fi).V(0)=ivp[1];
(*fi).V(2)=ivp[b1+i];
(*fi).V(1)=ivp[b1+(i+1)%D];
}
if(r1!=0 && r2!=0)for(i=0;i<D;++i)
{
(*fi).V(0)=ivp[b1+i];
(*fi).V(1)=ivp[b2+i];
(*fi).V(2)=ivp[b2+(i+1)%D];
++fi;
(*fi).V(0)=ivp[b1+i];
(*fi).V(1)=ivp[b2+(i+1)%D];
(*fi).V(2)=ivp[b1+(i+1)%D];
++fi;
}
}
template <class MeshType >
void Box(MeshType &in, const typename MeshType::BoxType & bb )
{
typedef typename MeshType::ScalarType ScalarType;
typedef typename MeshType::CoordType CoordType;
typedef typename MeshType::VertexPointer VertexPointer;
typedef typename MeshType::VertexIterator VertexIterator;
typedef typename MeshType::FaceIterator FaceIterator;
in.Clear();
Allocator<MeshType>::AddVertices(in,8);
Allocator<MeshType>::AddFaces(in,12);
VertexPointer ivp[8];
VertexIterator vi=in.vert.begin();
ivp[0]=&*vi;(*vi).P()=CoordType (bb.min[0],bb.min[1],bb.min[2]); ++vi;
ivp[1]=&*vi;(*vi).P()=CoordType (bb.max[0],bb.min[1],bb.min[2]); ++vi;
ivp[2]=&*vi;(*vi).P()=CoordType (bb.min[0],bb.max[1],bb.min[2]); ++vi;
ivp[3]=&*vi;(*vi).P()=CoordType (bb.max[0],bb.max[1],bb.min[2]); ++vi;
ivp[3]=&*vi;(*vi).P()=CoordType (bb.min[0],bb.min[1],bb.max[2]); ++vi;
ivp[3]=&*vi;(*vi).P()=CoordType (bb.max[0],bb.min[1],bb.max[2]); ++vi;
ivp[4]=&*vi;(*vi).P()=CoordType (bb.min[0],bb.max[1],bb.max[2]); ++vi;
ivp[5]=&*vi;(*vi).P()=CoordType (bb.max[0],bb.max[1],bb.max[2]);
FaceIterator fi=in.face.begin();
(*fi).V(0)=ivp[0]; (*fi).V(1)=ivp[1]; (*fi).V(2)=ivp[2]; ++fi;
(*fi).V(0)=ivp[3]; (*fi).V(1)=ivp[2]; (*fi).V(2)=ivp[1]; ++fi;
(*fi).V(0)=ivp[0]; (*fi).V(1)=ivp[2]; (*fi).V(2)=ivp[4]; ++fi;
(*fi).V(0)=ivp[6]; (*fi).V(1)=ivp[4]; (*fi).V(2)=ivp[2]; ++fi;
(*fi).V(0)=ivp[0]; (*fi).V(1)=ivp[4]; (*fi).V(2)=ivp[1]; ++fi;
(*fi).V(0)=ivp[5]; (*fi).V(1)=ivp[1]; (*fi).V(2)=ivp[4]; ++fi;
(*fi).V(0)=ivp[7]; (*fi).V(1)=ivp[5]; (*fi).V(2)=ivp[6]; ++fi;
(*fi).V(0)=ivp[4]; (*fi).V(1)=ivp[6]; (*fi).V(2)=ivp[5]; ++fi;
(*fi).V(0)=ivp[7]; (*fi).V(1)=ivp[6]; (*fi).V(2)=ivp[3]; ++fi;
(*fi).V(0)=ivp[2]; (*fi).V(1)=ivp[3]; (*fi).V(2)=ivp[6]; ++fi;
(*fi).V(0)=ivp[7]; (*fi).V(1)=ivp[3]; (*fi).V(2)=ivp[5]; ++fi;
(*fi).V(0)=ivp[1]; (*fi).V(1)=ivp[5]; (*fi).V(2)=ivp[3];
}
// this function build a mesh starting from a vector of generic coords (objects having a triple of float at their beginning)
// and a vector of faces (objects having a triple of ints at theri beginning).
template <class MeshType,class V, class F >
void Build( MeshType & in, const V & v, const F & f)
{
typedef typename MeshType::ScalarType ScalarType;
typedef typename MeshType::CoordType CoordType;
typedef typename MeshType::VertexPointer VertexPointer;
typedef typename MeshType::VertexIterator VertexIterator;
typedef typename MeshType::FaceIterator FaceIterator;
Allocator<MeshType>::AddVertices(in,v.size());
Allocator<MeshType>::AddFaces(in,f.size());
typename V::const_iterator vi;
typename MeshType::VertexType tv;
// tv.Supervisor_Flags()=0;
for(int i=0;i<v.size();++i)
{
float *vv=(float *)(&v[i]);
in.vert[i].P() = CoordType( vv[0],vv[1],vv[2]);
}
std::vector<VertexPointer> index(in.vn);
VertexIterator j;
int k;
for(k=0,j=in.vert.begin();j!=in.vert.end();++j,++k)
index[k] = &*j;
typename F::const_iterator fi;
typename MeshType::FaceType ft;
for(int i=0;i<f.size();++i)
{
int * ff=(int *)(&f[i]);
assert( ff[0]>=0 );
assert( ff[1]>=0 );
assert( ff[2]>=0 );
assert( ff[0]<in.vn );
assert( ff[1]<in.vn );
assert( ff[2]<in.vn );
in.face[i].V(0) = &in.vert[ ff[0] ];
in.face[i].V(1) = &in.vert[ ff[0] ];
in.face[i].V(2) = &in.vert[ ff[0] ];
}
}
// Build a regular grid mesh as a typical height field mesh
// x y are the position on the grid scaled by wl and hl (at the end x is in the range 0..wl and y is in 0..hl)
// z is taken from the <data> array
// Once generated the vertex positions it uses the FaceGrid function to generate the faces;
template <class MeshType>
void Grid(MeshType & in, int w, int h, float wl, float hl, float *data)
{
typedef typename MeshType::CoordType CoordType;
typedef typename MeshType::VertexPointer VertexPointer;
typedef typename MeshType::VertexIterator VertexIterator;
typedef typename MeshType::FaceIterator FaceIterator;
in.Clear();
Allocator<MeshType>::AddVertices(in,w*h);
float wld=wl/float(w);
float hld=hl/float(h);
for(int i=0;i<h;++i)
for(int j=0;j<w;++j)
in.vert[i*w+j].P()=CoordType ( j*wld, i*hld, data[i*w+j]);
FaceGrid(in,w,h);
}
// Build a regular grid mesh of faces as a typical height field mesh
// Vertexes are assumed to be already present.
template <class MeshType>
void FaceGrid(MeshType & in, int w, int h)
{
assert(in.vn == in.vert.size()); // require a compact vertex vector
assert(in.vn <= w*h); // the number of vertices should be large enough
Allocator<MeshType>::AddFaces(in,(w-1)*(h-1)*2);
// i+0,j+0 -- i+0,j+1
// | \ |
// | \ |
// | \ |
// | \ |
// i+1,j+0 -- i+1,j+1
//
for(int i=0;i<h-1;++i)
for(int j=0;j<w-1;++j)
{
in.face[2*(i*(w-1)+j)+0].V(0) = &(in.vert[(i+0)*w+j+0]);
in.face[2*(i*(w-1)+j)+0].V(1) = &(in.vert[(i+1)*w+j+1]);
in.face[2*(i*(w-1)+j)+0].V(2) = &(in.vert[(i+0)*w+j+1]);
in.face[2*(i*(w-1)+j)+1].V(0) = &(in.vert[(i+0)*w+j+0]);
in.face[2*(i*(w-1)+j)+1].V(1) = &(in.vert[(i+1)*w+j+0]);
in.face[2*(i*(w-1)+j)+1].V(2) = &(in.vert[(i+1)*w+j+1]);
}
}
template <class MeshType>
void Cylinder(const int &slices, const int &stacks, MeshType & m){
float rad_step = M_PI / (float)stacks;
float sli_step = 1.0 / (float)slices;
float angle = 0,heigth = 0;
float x,y,h;
typename MeshType::VertexIterator vi = vcg::tri::Allocator<MeshType>::AddVertices(m,slices*stacks);
for ( int j = 0; j < slices; ++j)
for ( int i = 0; i < stacks; ++i){
x = cos( 2.0 * M_PI / stacks * i);
y = sin( 2.0 * M_PI / stacks * i);
h = j / (float)slices;
(*vi).P() = MeshType::CoordType(x,y,h);
++vi;
}
typename MeshType::FaceIterator fi ;
for ( int j = 0; j < slices-1; ++j)
for ( int i = 0; i < stacks; ++i){
if(((i+j)%2) == 0){
fi = vcg::tri::Allocator<MeshType>::AddFaces(m,1);
(*fi).V(0) = &m.vert[j *stacks+ i];
(*fi).V(1) = &m.vert[j *stacks+(i+1)%stacks];
(*fi).V(2) = &m.vert[(j+1)*stacks+(i+1)%stacks];
fi = vcg::tri::Allocator<MeshType>::AddFaces(m,1);
(*fi).V(0) = &m.vert[j *stacks+i];
(*fi).V(1) = &m.vert[(j+1)*stacks+(i+1)%stacks];
(*fi).V(2) = &m.vert[(j+1)*stacks+i];
}
else{
fi = vcg::tri::Allocator<MeshType>::AddFaces(m,1);
(*fi).V(0) = &m.vert[(j+1) *stacks+i];
(*fi).V(1) = &m.vert[ j *stacks+i];
(*fi).V(2) = &m.vert[ j *stacks+(i+1)%stacks];
fi = vcg::tri::Allocator<MeshType>::AddFaces(m,1);
(*fi).V(0) = &m.vert[(j+1) *stacks+i];
(*fi).V(1) = &m.vert[ j *stacks+(i+1)%stacks];
(*fi).V(2) = &m.vert[ (j+1) *stacks+(i+1)%stacks];
}
}
}
//@}
} // End Namespace TriMesh
} // End Namespace vcg
#endif