vcglib/apps/sample/trimesh_intersection_mesh/trimesh_intersection_mesh.cpp

98 lines
4.5 KiB
C++

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