83 lines
3.6 KiB
C++
83 lines
3.6 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_normal.cpp
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\ingroup code_sample
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\brief An example of all the methods for computing normals over a mesh.
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*/
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#include<vcg/complex/complex.h>
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#include<wrap/io_trimesh/import_off.h>
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using namespace vcg;
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using namespace std;
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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 UsedTypes< Use<MyVertex> ::AsVertexType,
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Use<MyEdge> ::AsEdgeType,
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Use<MyFace> ::AsFaceType>{};
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class MyVertex : public Vertex<MyUsedTypes, vertex::Coord3f, vertex::Normal3f, vertex::BitFlags >{};
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class MyFace : public Face< MyUsedTypes, face::FFAdj, face::VertexRef, face::BitFlags > {};
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class MyEdge : public Edge<MyUsedTypes>{};
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class MyMesh : public tri::TriMesh< vector<MyVertex>, vector<MyFace> , vector<MyEdge> > {};
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int main( int argc, char **argv )
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{
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if(argc<2)
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{
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printf("Usage trimesh_base <meshfilename.obj>\n");
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return -1;
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}
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MyMesh m;
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if(tri::io::ImporterOFF<MyMesh>::Open(m,argv[1])!=0)
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{
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printf("Error reading file %s\n",argv[1]);
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exit(0);
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}
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Matrix44f m44 = Matrix44f::Identity();
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tri::UpdateNormal<MyMesh>::PerVertexClear(m);
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tri::UpdateNormal<MyMesh>::PerVertex(m);
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tri::UpdateNormal<MyMesh>::PerVertexAngleWeighted(m);
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tri::UpdateNormal<MyMesh>::PerVertexNelsonMaxWeighted(m);
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tri::UpdateNormal<MyMesh>::PerFace(m);
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tri::UpdateNormal<MyMesh>::PerVertexFromCurrentFaceNormal(m);
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tri::UpdateNormal<MyMesh>::PerFaceFromCurrentVertexNormal(m);
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tri::UpdateNormal<MyMesh>::NormalizePerVertex(m);
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tri::UpdateNormal<MyMesh>::NormalizePerFace(m);
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tri::UpdateNormal<MyMesh>::NormalizePerFaceByArea(m);
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tri::UpdateNormal<MyMesh>::PerBitQuadFaceNormalized(m);
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tri::UpdateNormal<MyMesh>::PerVertexMatrix(m,m44);
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tri::UpdateNormal<MyMesh>::PerFaceMatrix(m,m44);
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tri::UpdateNormal<MyMesh>::PerWedgeCrease(m, math::ToRad(45.0f));
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return 0;
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}
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