98 lines
4.5 KiB
C++
98 lines
4.5 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_intersection_mesh.cpp
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\ingroup code_sample
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\brief An example of adaptively remeshing the intersection between a cube and a sphere
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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/intersection.h>
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#include <vcg/complex/algorithms/refine.h>
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#include <vcg/complex/algorithms/update/color.h>
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#include <vcg/complex/algorithms/create/platonic.h>
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#include<vcg/complex/algorithms/isotropic_remeshing.h>
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#include <wrap/io_trimesh/export_off.h>
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using namespace std;
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using namespace vcg;
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class MyFace;
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class MyVertex;
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struct MyUsedTypes : public UsedTypes<
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Use<MyVertex>::AsVertexType,
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Use<MyFace> ::AsFaceType>{};
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class MyVertex : public Vertex< MyUsedTypes, vertex::Coord3f, vertex::VFAdj, vertex::BitFlags, vertex::Normal3f, vertex::Qualityf, vertex::Mark>{};
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class MyFace : public Face < MyUsedTypes, face::VertexRef, face::VFAdj, face::FFAdj, face::Color4b, face::BitFlags, face::Mark, face::Normal3f> {};
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class MyMesh: public tri::TriMesh< vector<MyVertex>, vector<MyFace > >{};
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int main(int ,char **)
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{
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MyMesh m1, m2;
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Sphere(m1);
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Hexahedron(m2);
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printf("Created a sphere mesh of %i vertices %i edges\n",m1.VN(),m1.FN());
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printf("Created a cube mesh of %i vertices %i edges\n",m2.VN(),m2.FN());
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math::MarsenneTwisterRNG rnd(clock());
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Point3f direction = vcg::math::GeneratePointOnUnitSphereUniform<float,math::MarsenneTwisterRNG>(rnd);
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tri::UpdatePosition<MyMesh>::Translate(m1,direction);
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for(int i=0;i<6;++i)
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{
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tri::Clean<MyMesh>::SelectIntersectingFaces(m1,m2);
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tri::UpdateSelection<MyMesh>::FaceDilate(m1);
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tri::Clean<MyMesh>::SelectIntersectingFaces(m2,m1);
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tri::UpdateSelection<MyMesh>::FaceDilate(m2);
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IsotropicRemeshing<MyMesh>::Params params;
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float len = (tri::Stat<MyMesh>::ComputeFaceEdgeLengthAverage(m1,true) + tri::Stat<MyMesh>::ComputeFaceEdgeLengthAverage(m1,true));
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params.SetTargetLen(len*0.8f);
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params.SetFeatureAngleDeg(10);
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params.iter=1; // just one iteration to avoid overtessellating.
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params.selectedOnly=true;
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printf(" Input mesh %8i v %8i f\n",m1.VN(),m1.FN());
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IsotropicRemeshing<MyMesh>::Do(m1, params);
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IsotropicRemeshing<MyMesh>::Do(m2, params);
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printf(" Input mesh %8i v %8i f\n",m1.VN(),m1.FN());
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}
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tri::Clean<MyMesh>::SelectIntersectingFaces(m1,m2);
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tri::Clean<MyMesh>::SelectIntersectingFaces(m2,m1);
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int selCnt= tri::UpdateColor<MyMesh>::PerFaceConstant(m1,Color4b::Red,true);
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printf("Intersected %i faces on sphere\n",selCnt);
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selCnt= tri::UpdateColor<MyMesh>::PerFaceConstant(m2,Color4b::Red,true);
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printf("Intersected %i faces on cube\n",selCnt);
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tri::io::ExporterOFF<MyMesh>::Save(m1,"sphere.off",tri::io::Mask::IOM_FACECOLOR);
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tri::io::ExporterOFF<MyMesh>::Save(m2,"cube.off",tri::io::Mask::IOM_FACECOLOR);
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return 0;
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}
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