1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226
|
/****************************************************************************
* VCGLib o o *
* Visual and Computer Graphics Library o o *
* _ O _ *
* Copyright(C) 2004-2009 \/)\/ *
* 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 <QtOpenGL/qgl.h>
#include<vcg/simplex/vertex/base.h>
#include<vcg/simplex/vertex/component.h>
#include <vcg/complex/used_types.h>
#include<vcg/simplex/face/base.h>
#include<vcg/simplex/face/component.h>
#include<vcg/simplex/face/topology.h>
#include<vcg/complex/complex.h>
#include<vcg/complex/append.h>
// input output
#include<wrap/io_trimesh/import.h>
#include<wrap/io_trimesh/export.h>
// topology computation
#include<vcg/complex/algorithms/update/topology.h>
#include<vcg/complex/algorithms/update/bounding.h>
#include <vcg/complex/algorithms/update/position.h>
#include <vcg/complex/algorithms/update/quality.h>
#include <vcg/complex/algorithms/stat.h>
// normals
#include<vcg/complex/algorithms/update/normal.h>
#include <vcg/complex/algorithms/intersection.h>
#include <vcg/complex/algorithms/refine.h>
#include <wrap/gl/glu_tessellator_cap.h>
using namespace vcg;
using namespace std;
class MyEdge;
class MyFace;
class MyVertex;
struct MyUsedTypes : public UsedTypes< Use<MyVertex> ::AsVertexType,
Use<MyEdge> ::AsEdgeType,
Use<MyFace> ::AsFaceType>{};
class MyVertex : public Vertex<MyUsedTypes, vertex::Coord3f, vertex::Normal3f, vertex::Qualityf,vertex::BitFlags >{};
class MyFace : public Face< MyUsedTypes, face::FFAdj, face::VertexRef, face::BitFlags >{};
class MyEdge : public Edge<MyUsedTypes, edge::VertexRef,edge::BitFlags,edge::EEAdj>{};
class MyMesh : public tri::TriMesh< vector<MyVertex>, vector<MyFace> , vector<MyEdge> > {};
void CapHole(MyMesh &m, MyMesh &capMesh, bool reverseFlag)
{
capMesh.Clear();
std::vector< std::vector<Point3f> > outlines;
std::vector<Point3f> outline;
tri::Allocator<MyMesh>::CompactVertexVector(m);
tri::Allocator<MyMesh>::CompactFaceVector(m);
tri::UpdateFlags<MyMesh>::FaceClearV(m);
tri::UpdateFlags<MyMesh>::VertexClearV(m);
tri::UpdateTopology<MyMesh>::FaceFace(m);
int nv=0;
for(size_t i=0;i<m.face.size();i++)
{
for (int j=0;j<3;j++)
if (!m.face[i].IsV() && face::IsBorder(m.face[i],j))
{
MyFace* startB=&(m.face[i]);
vcg::face::Pos<MyFace> p(startB,j);
assert(p.IsBorder());
do
{
assert(p.IsManifold());
p.F()->SetV();
outline.push_back(p.V()->P());
p.NextB();
nv++;
}
while(!p.F()->IsV());
if (reverseFlag)
std::reverse(outline.begin(),outline.end());
outlines.push_back(outline);
outline.clear();
}
}
if (nv<2) return;
MyMesh::VertexIterator vi=vcg::tri::Allocator<MyMesh>::AddVertices(capMesh,nv);
for (size_t i=0;i<outlines.size();i++)
{
for(size_t j=0;j<outlines[i].size();++j,++vi)
(&*vi)->P()=outlines[i][j];
}
std::vector<int> indices;
glu_tesselator::tesselate(outlines, indices);
std::vector<Point3f> points;
glu_tesselator::unroll(outlines, points);
MyMesh::FaceIterator fi=tri::Allocator<MyMesh>::AddFaces(capMesh,nv-2);
for (size_t i=0; i<indices.size(); i+=3,++fi)
{
(*&fi)->V(0)=&capMesh.vert[ indices[i+0] ];
(*&fi)->V(1)=&capMesh.vert[ indices[i+1] ];
(*&fi)->V(2)=&capMesh.vert[ indices[i+2] ];
}
tri::Clean<MyMesh>::RemoveDuplicateVertex(capMesh);
tri::UpdateBounding<MyMesh>::Box(capMesh);
}
bool SplitMesh(MyMesh &m, /// The mesh that has to be splitted. It is NOT changed
MyMesh &A, MyMesh &B, /// The two resulting pieces, correct only if true is returned
Plane3f plane)
{
tri::Append<MyMesh,MyMesh>::Mesh(A,m);
tri::UpdateQuality<MyMesh>::VertexFromPlane(A, plane);
QualityMidPointFunctor<MyMesh> slicingfunc(0.0f);
QualityEdgePredicate<MyMesh> slicingpred(0.0f);
tri::UpdateTopology<MyMesh>::FaceFace(A);
// The Actual Slicing
RefineE<MyMesh, QualityMidPointFunctor<MyMesh>, QualityEdgePredicate<MyMesh> > (A, slicingfunc, slicingpred, false);
tri::Append<MyMesh,MyMesh>::Mesh(B,A);
tri::UpdateSelection<MyMesh>::VertexFromQualityRange(A,-std::numeric_limits<float>::max(),0);
tri::UpdateSelection<MyMesh>::FaceFromVertexStrict(A);
for(MyMesh::FaceIterator fi=A.face.begin();fi!=A.face.end();++fi)
if(!(*fi).IsD() && (*fi).IsS() ) tri::Allocator<MyMesh>::DeleteFace(A,*fi);
tri::Clean<MyMesh>::RemoveUnreferencedVertex(A);
tri::UpdateSelection<MyMesh>::VertexFromQualityRange(B,0,std::numeric_limits<float>::max());
tri::UpdateSelection<MyMesh>::FaceFromVertexStrict(B);
for(MyMesh::FaceIterator fi=B.face.begin();fi!=B.face.end();++fi)
if(!(*fi).IsD() && (*fi).IsS() ) tri::Allocator<MyMesh>::DeleteFace(B,*fi);
tri::Clean<MyMesh>::RemoveUnreferencedVertex(B);
tri::UpdateTopology<MyMesh>::FaceFace(m);
MyMesh Cap;
CapHole(A,Cap,0);
tri::Append<MyMesh,MyMesh>::Mesh(A,Cap);
CapHole(B,Cap,0);
tri::Append<MyMesh,MyMesh>::Mesh(B,Cap);
tri::Clean<MyMesh>::RemoveDuplicateVertex(A);
tri::Clean<MyMesh>::RemoveDuplicateVertex(B);
return true;
}
void GetRandPlane(Box3f &bb, Plane3f &plane)
{
Point3f planeCenter = bb.Center();
Point3f planeDir = Point3f(-0.5f+float(rand())/RAND_MAX,-0.5f+float(rand())/RAND_MAX,-0.5f+float(rand())/RAND_MAX);
planeDir.Normalize();
plane.Init(planeCenter+planeDir*0.3f*bb.Diag()*float(rand())/RAND_MAX,planeDir);
}
int main( int argc, char **argv )
{
if(argc<2)
{
printf("Usage trimesh_base <meshfilename.ply>\n");
return -1;
}
MyMesh m, // The loaded mesh
em, // the 2D polyline representing the section
slice, // the planar mesh resulting from the triangulation of the above
sliced; // the 3D mesh resulting by the actual slicing of m into two capped sub pieces
if(tri::io::ImporterPLY<MyMesh>::Open(m,argv[1])!=0)
{
printf("Error reading file %s\n",argv[1]);
exit(0);
}
tri::UpdateBounding<MyMesh>::Box(m);
printf("Input mesh vn:%i fn:%i\n",m.vn,m.fn);
srand(time(0));
Plane3f slicingPlane;
GetRandPlane(m.bbox,slicingPlane);
printf("slicing dir %5.2f %5.2f %5.2f\n",slicingPlane.Direction()[0],slicingPlane.Direction()[1],slicingPlane.Direction()[2]);
vcg::IntersectionPlaneMesh<MyMesh, MyMesh, float>(m, slicingPlane, em );
tri::Clean<MyMesh>::RemoveDuplicateVertex(em);
vcg::tri::CapEdgeMesh(em,slice);
printf("Slice mesh has %i vert and %i faces\n", slice.vn, slice.fn );
MyMesh A,B;
bool ret=SplitMesh(m,A,B,slicingPlane);
tri::UpdatePosition<MyMesh>::Translate(A, slicingPlane.Direction()*m.bbox.Diag()/80.0);
tri::UpdatePosition<MyMesh>::Translate(B,-slicingPlane.Direction()*m.bbox.Diag()/80.0);
tri::Append<MyMesh,MyMesh>::Mesh(sliced,A);
tri::Append<MyMesh,MyMesh>::Mesh(sliced,B);
printf("Sliced mesh has %i vert and %i faces\n", sliced.vn, sliced.fn );
tri::io::ExporterPLY<MyMesh>::Save(slice,"slice.ply",false);
tri::io::ExporterPLY<MyMesh>::Save(sliced,"sliced.ply",false);
return 0;
}
|