vcglib/apps/sample/polygonmesh_base/polygonmesh.cpp

242 lines
8.7 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. *
* *
****************************************************************************/
#include <vector>
/*include the base definition for the vertex */
#include <vcg/simplex/vertex/base.h>
/*include the base definition for the face */
#include <vcg/simplex/face/base.h>
/*include the base definition for the edge */
#include <vcg/connectors/hedge.h>
/*include the base definition for the trimesh*/
#include <vcg/complex/trimesh/base.h>
/*include the algorithms for updating: */
#include <vcg/complex/trimesh/update/topology.h> /* topology */
#include <vcg/complex/trimesh/update/bounding.h> /* bounding box */
#include <vcg/complex/trimesh/update/normal.h> /* normal */
/*include the algorithms for mesh fixing */
#include <vcg/complex/trimesh/clean.h>
/*include the importer from disk*/
#include <wrap/io_trimesh/import.h>
/*include the exporter to disk (in ply)*/
#include <wrap/io_trimesh/export_ply.h>
/* include the support for polygon meshes (function to convert from/to trimesh)*/
#include <vcg/complex/trimesh/polygon_support.h>
/* include the support for polygon meshes (the component for the face )*/
#include <vcg/simplex/face/component_polygon.h>
/* include the support for half edges */
#include <vcg/complex/trimesh/update/halfedge_indexed.h>
using namespace vcg;
using namespace std;
// forward declarations
class CFace;
class CVertex;
class CHEdge;
class CEdge;
class MyPolyVertex;
struct CUsedTypes: public vcg::UsedTypes< vcg::Use<CVertex>::AsVertexType, vcg::Use<CFace>::AsFaceType >{};
/* Definition of a mesh of triangles
*/
class CVertex : public Vertex< CUsedTypes,
vertex::BitFlags,
vertex::Coord3f,
vertex::Normal3f,
vertex::Mark >{};
class CFace : public Face< CUsedTypes,
face::VertexRef, // three pointers to vertices
face::Normal3f, // normal
face::BitFlags, // flags
face::FFAdj // three pointers to adjacent faces
> {};
/* the mesh is a container of vertices and a container of faces */
class CMesh : public vcg::tri::TriMesh< vector<CVertex>, vector<CFace> > {};
/* Definition of a mesh of polygons that also supports half-edges
*/
class MyPolyFace;
class MyPolyVertex;
struct PolyUsedTypes: public vcg::UsedTypes<vcg::Use<MyPolyVertex> ::AsVertexType,
vcg::Use<CEdge> ::AsEdgeType,
vcg::Use<CHEdge> ::AsHEdgeType,
vcg::Use<MyPolyFace> ::AsFaceType
>{};
//class DummyEdge: public vcg::Edge<PolyUsedTypes>{};
class MyPolyVertex:public vcg::Vertex< PolyUsedTypes,
vcg::vertex::Coord3f,
vcg::vertex::Normal3f,
vcg::vertex::Mark,
vcg::vertex::BitFlags,
vcg::vertex::VHAdj>{} ;
class CEdge : public Edge<PolyUsedTypes>{};
class CHEdge : public HEdge< PolyUsedTypes, hedge::BitFlags,
//hedge::HFAdj, // pointer to the face
//hedge::HOppAdj, // pointer to the opposite edge
//hedge::HVAdj, // pointer to the vertex
//hedge::HNextAdj, // pointer to the next halfedge
hedge::HEdgeData // the previous 4 components (just more handy, you can comment this and uncomment the previous four lines)
//,hedge::HPrevAdj // pointer to the previous halfedge
>{};
class MyPolyFace:public vcg::Face<
PolyUsedTypes
,vcg::face::PolyInfo // this is necessary if you use component in vcg/simplex/face/component_polygon.h
// It says "this class is a polygon and the memory for its components (e.g. pointer to its vertices
// will be allocated dynamically")
,vcg::face::PFVAdj // Pointer to the vertices (just like FVAdj )
,vcg::face::PFVAdj
,vcg::face::PFFAdj // Pointer to edge-adjacent face (just like FFAdj )
,vcg::face::PFHAdj // Pointer its half -edges ( you may need this if you use half edges)
,vcg::face::BitFlags // bit flags
,vcg::face::Normal3f // normal
> {};
class MyPolyMesh: public
vcg::tri::TriMesh<
std::vector<MyPolyVertex>, // the vector of vertices
std::vector<MyPolyFace >, // the vector of faces
std::vector<CHEdge> , // the vector of edges
std::vector<CEdge> // the vector of edges
>{};
MyPolyMesh pm;
////////////////////////////////////////////////////////////////////////////
// Globals: the mesh, the OpenGL wrapper to draw the mesh and the trackball.
CMesh mesh,mesh1;
int main(int argc, char *argv[]) {
int loadmask;
vcg::tri::io::PlyInfo pi;
// pm.hedge.reserve(100000);
if(false){
/*
first way:
1) read a polygon mesh that will be automatically converted in a triangle mesh tagging
the internal edges (i.e. the edges that have been added for triangulating the polygons)
2) make some cleaning
3) import the tagged triangle mesh in a polygon mesh
*/
vcg::tri::io::ImporterOBJ<CMesh>::Open(mesh,argv[1],loadmask);
vcg::tri::Clean<CMesh>::RemoveUnreferencedVertex(mesh);
vcg::tri::Clean<CMesh>::RemoveZeroAreaFace(mesh);
vcg::tri::UpdateTopology<CMesh>::FaceFace(mesh);
vcg::tri::Clean<CMesh>::RemoveNonManifoldFace(mesh);
vcg::tri::UpdateTopology<CMesh>::FaceFace(mesh);
assert(vcg::tri::Clean<CMesh>::CountNonManifoldEdgeFF(mesh)==0);
assert(vcg::tri::Clean<CMesh>::CountNonManifoldVertexFF(mesh)==0);
// create a polygon meshe from a trimesh with tagged faces
vcg::tri::PolygonSupport<CMesh,MyPolyMesh>::ImportFromTriMesh(pm,mesh);
}
else
{
/* second way:
Load into a polygon mesh straight away.
*/
vcg::tri::io::ImporterOBJ<MyPolyMesh>::Open(pm,argv[1],loadmask);
vcg::tri::UpdateTopology<MyPolyMesh>::FaceFace(pm);
vcg::tri::Clean<MyPolyMesh>::RemoveNonManifoldFace(pm);
vcg::tri::UpdateTopology<MyPolyMesh>::FaceFace(pm);
assert(vcg::tri::Clean<MyPolyMesh>::CountNonManifoldEdgeFF(pm));
}
// compute the half edges because I'm a half-edge programmer
vcg::tri::UpdateHalfEdges<MyPolyMesh>::FromIndexed(pm);
// .... my half edge based code ......
// check for consistency
assert(vcg::tri::UpdateHalfEdges<MyPolyMesh>::CheckConsistency(pm));
int size = pm.face.size();
// add a face to each face with more than 3 vertices ( just one pass)
for(int i = 0; i < size; ++i)
if(!(pm.face[i].IsD()))
if(pm.face[i].VN()>3){
MyPolyMesh::HEdgePointer ef = pm.face[i].FHp();
MyPolyMesh::HEdgePointer ef1 = ef -> HNp();
ef1 = ef1->HNp();
vcg::tri::UpdateHalfEdges<MyPolyMesh>::AddHEdge(pm, ef, ef1 );
}
assert(vcg::tri::UpdateHalfEdges<MyPolyMesh>::CheckConsistency(pm));
size = pm.face.size();
// remove an edge for each face
for(int i = 0; i < size; ++i)
if(!(pm.face[i].IsD() ))
{
MyPolyMesh::HEdgePointer ef = pm.face[i].FHp();
if( ef->HOp()->HFp() !=NULL){
vcg::tri::UpdateHalfEdges<MyPolyMesh>::RemoveHEdge(pm,ef);
}
}
// check for consistency
assert(vcg::tri::UpdateHalfEdges<MyPolyMesh>::CheckConsistency(pm));
// recompute indexed data structure from the half edge data structure
vcg::tri::UpdateIndexed<MyPolyMesh>::FromHalfEdges(pm );
// create a triangle mesh from a polygon mesh
vcg::tri::PolygonSupport<CMesh,MyPolyMesh>::ImportFromPolyMesh(mesh1,pm);
// write out the triangle mesh
vcg::tri::io::ExporterPLY<CMesh>::Save(mesh1,"converted_out.ply",true,pi);
}