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