本文整理汇总了C++中TriangleMesh类的典型用法代码示例。如果您正苦于以下问题:C++ TriangleMesh类的具体用法?C++ TriangleMesh怎么用?C++ TriangleMesh使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了TriangleMesh类的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。
示例1: main
int main(int argc,char** argv)
{
setCameraDistance(30.f);
#define TRISIZE 10.f
#ifdef DEBUG_MESH
SimdVector3 vert0(-TRISIZE ,0,TRISIZE );
SimdVector3 vert1(TRISIZE ,10,TRISIZE );
SimdVector3 vert2(TRISIZE ,0,-TRISIZE );
meshData.AddTriangle(vert0,vert1,vert2);
SimdVector3 vert3(-TRISIZE ,0,TRISIZE );
SimdVector3 vert4(TRISIZE ,0,-TRISIZE );
SimdVector3 vert5(-TRISIZE ,0,-TRISIZE );
meshData.AddTriangle(vert3,vert4,vert5);
#else
#ifdef ODE_MESH
SimdVector3 Size = SimdVector3(15.f,15.f,12.5f);
gVertices[0][0] = -Size[0];
gVertices[0][1] = Size[2];
gVertices[0][2] = -Size[1];
gVertices[1][0] = Size[0];
gVertices[1][1] = Size[2];
gVertices[1][2] = -Size[1];
gVertices[2][0] = Size[0];
gVertices[2][1] = Size[2];
gVertices[2][2] = Size[1];
gVertices[3][0] = -Size[0];
gVertices[3][1] = Size[2];
gVertices[3][2] = Size[1];
gVertices[4][0] = 0;
gVertices[4][1] = 0;
gVertices[4][2] = 0;
gIndices[0] = 0;
gIndices[1] = 1;
gIndices[2] = 4;
gIndices[3] = 1;
gIndices[4] = 2;
gIndices[5] = 4;
gIndices[6] = 2;
gIndices[7] = 3;
gIndices[8] = 4;
gIndices[9] = 3;
gIndices[10] = 0;
gIndices[11] = 4;
int vertStride = sizeof(SimdVector3);
int indexStride = 3*sizeof(int);
TriangleIndexVertexArray* indexVertexArrays = new TriangleIndexVertexArray(NUM_TRIANGLES,
gIndices,
indexStride,
NUM_VERTICES,(float*) &gVertices[0].x(),vertStride);
//shapePtr[4] = new TriangleMeshShape(indexVertexArrays);
shapePtr[4] = new BvhTriangleMeshShape(indexVertexArrays);
#else
int vertStride = sizeof(SimdVector3);
int indexStride = 3*sizeof(int);
const int NUM_VERTS_X = 50;
const int NUM_VERTS_Y = 50;
const int totalVerts = NUM_VERTS_X*NUM_VERTS_Y;
const int totalTriangles = 2*(NUM_VERTS_X-1)*(NUM_VERTS_Y-1);
SimdVector3* gVertices = new SimdVector3[totalVerts];
int* gIndices = new int[totalTriangles*3];
int i;
for ( i=0;i<NUM_VERTS_X;i++)
{
for (int j=0;j<NUM_VERTS_Y;j++)
{
gVertices[i+j*NUM_VERTS_X].setValue((i-NUM_VERTS_X*0.5f)*10.f,2.f*sinf((float)i)*cosf((float)j),(j-NUM_VERTS_Y*0.5f)*10.f);
}
}
int index=0;
for ( i=0;i<NUM_VERTS_X-1;i++)
{
for (int j=0;j<NUM_VERTS_Y-1;j++)
{
gIndices[index++] = j*NUM_VERTS_X+i;
gIndices[index++] = j*NUM_VERTS_X+i+1;
gIndices[index++] = (j+1)*NUM_VERTS_X+i+1;
gIndices[index++] = j*NUM_VERTS_X+i;
gIndices[index++] = (j+1)*NUM_VERTS_X+i+1;
//.........这里部分代码省略.........
开发者ID:,项目名称:,代码行数:101,代码来源:
示例2: assert
void PoissonSurfaceReconstruction::reconstruct(std::vector<Eigen::Vector3d> &points, std::vector<Eigen::Vector3d> &normals, TriangleMesh &mesh){
assert(points.size() == normals.size());
std::cout << "creating points with normal..." << std::endl;
std::vector<Point_with_normal> points_with_normal;
points_with_normal.resize((int)points.size());
for(int i=0; i<(int)points.size(); i++){
Vector vec(normals[i][0], normals[i][1], normals[i][2]);
//Point_with_normal pwn(points[i][0], points[i][1], points[i][2], vec);
//points_with_normal[i] = pwn;
points_with_normal[i] = Point_with_normal(points[i][0], points[i][1], points[i][2], vec);
}
std::cout << "constructing poisson reconstruction function..." << std::endl;
Poisson_reconstruction_function function(points_with_normal.begin(), points_with_normal.end(),
CGAL::make_normal_of_point_with_normal_pmap(PointList::value_type()));
std::cout << "computing implicit function..." << std::endl;
if( ! function.compute_implicit_function() ) {
std::cout << "compute implicit function is failure" << std::endl;
return;
}
//return EXIT_FAILURE;
// Computes average spacing
std::cout << "compute average spacing..." << std::endl;
FT average_spacing = CGAL::compute_average_spacing(points_with_normal.begin(), points_with_normal.end(),
6 /* knn = 1 ring */);
// Gets one point inside the implicit surface
// and computes implicit function bounding sphere radius.
Point inner_point = function.get_inner_point();
Sphere bsphere = function.bounding_sphere();
FT radius = std::sqrt(bsphere.squared_radius());
// Defines the implicit surface: requires defining a
// conservative bounding sphere centered at inner point.
FT sm_sphere_radius = 5.0 * radius;
FT sm_dichotomy_error = distance_criteria*average_spacing/1000.0; // Dichotomy error must be << sm_distance
//FT sm_dichotomy_error = distance_criteria*average_spacing/10.0; // Dichotomy error must be << sm_distance
std::cout << "reconstructed surface" << std::endl;
Surface_3 reconstructed_surface(function,
Sphere(inner_point,sm_sphere_radius*sm_sphere_radius),
sm_dichotomy_error/sm_sphere_radius);
// Defines surface mesh generation criteria
CGAL::Surface_mesh_default_criteria_3<STr> criteria(angle_criteria, // Min triangle angle (degrees)
radius_criteria*average_spacing, // Max triangle size
distance_criteria*average_spacing); // Approximation error
std::cout << "generating surface mesh..." << std::endl;
// Generates surface mesh with manifold option
STr tr; // 3D Delaunay triangulation for surface mesh generation
C2t3 c2t3(tr); // 2D complex in 3D Delaunay triangulation
CGAL::make_surface_mesh(c2t3, // reconstructed mesh
reconstructed_surface, // implicit surface
criteria, // meshing criteria
CGAL::Manifold_tag()); // require manifold mesh
if(tr.number_of_vertices() == 0){
std::cout << "surface mesh generation is failed" << std::endl;
return;
}
Polyhedron surface;
CGAL::output_surface_facets_to_polyhedron(c2t3, surface);
// convert CGAL::surface to TriangleMesh //
std::cout << "converting CGA::surface to TriangleMesh..." << std::endl;
std::vector<Eigen::Vector3d> pts;
std::vector<std::vector<int> > faces;
pts.resize(surface.size_of_vertices());
faces.resize(surface.size_of_facets());
Polyhedron::Point_iterator pit;
int index = 0;
for(pit=surface.points_begin(); pit!=surface.points_end(); ++pit){
pts[index][0] = pit->x();
pts[index][1] = pit->y();
pts[index][2] = pit->z();
index ++;
}
index = 0;
Polyhedron::Face_iterator fit;
for(fit=surface.facets_begin(); fit!=surface.facets_end(); ++fit){
std::vector<int > face(3);
Halfedge_facet_circulator j = fit->facet_begin();
int f_index = 0;
do {
face[f_index] = std::distance(surface.vertices_begin(), j->vertex());
f_index++;
} while ( ++j != fit->facet_begin());
faces[index] = face;
index++;
}
mesh.createFromFaceVertex(pts, faces);
}
开发者ID:daikiyamanaka,项目名称:geomproc,代码行数:99,代码来源:PoissonSurfaceReconstruction.cpp
示例3: simplifyMesh
void simplifyMesh(TriangleMesh &src, TriangleMesh &dst){
namespace SMS = CGAL::Surface_mesh_simplification;
Surface surface;
PolyhedronBuilder<HalfedgeDS> builder(src.points, src.facets);
surface.delegate(builder);
// --- before mesh simplification, to maintain mesh quality high poisson surface reconstruction is applied ---
// This is a stop predicate (defines when the algorithm terminates).
// In this example, the simplification stops when the number of undirected edges
// left in the surface drops below the specified number (1000)
// SMS::Count_stop_predicate<Surface> stop(3000);
//SMS::Count_ratio_stop_predicate<Surface> stop(0.1);
SMS::Count_stop_predicate<Surface> stop(100);
// This the actual call to the simplification algorithm.
// The surface and stop conditions are mandatory arguments.
// The index maps are needed because the vertices and edges
// of this surface lack an "id()" field.
int r = SMS::edge_collapse
(surface
,stop
,CGAL::vertex_index_map(boost::get(CGAL::vertex_external_index, surface))
.edge_index_map(boost::get(CGAL::edge_external_index, surface))
.get_cost(CGAL::Surface_mesh_simplification::Edge_length_cost<Polyhedron>())
.get_placement(CGAL::Surface_mesh_simplification::Midpoint_placement<Polyhedron>())
//.get_cost(CGAL::Surface_mesh_simplification::LindstromTurk_cost<Polyhedron>())
//.get_placement(CGAL::Surface_mesh_simplification::LindstromTurk_placement<Polyhedron>())
);
std::cout << "\nFinished...\n" << r << " edges removed.\n"
<< (surface.size_of_halfedges()/2) << " final edges.\n" ;
std::vector<Eigen::Vector3d> points;
std::vector<std::vector<int> > faces;
points.resize(surface.size_of_vertices());
faces.resize(surface.size_of_facets());
Polyhedron::Point_iterator pit;
int index = 0;
for(pit=surface.points_begin(); pit!=surface.points_end(); ++pit){
points[index][0] = pit->x();
points[index][1] = pit->y();
points[index][2] = pit->z();
index ++;
}
index = 0;
Polyhedron::Face_iterator fit;
for(fit=surface.facets_begin(); fit!=surface.facets_end(); ++fit){
std::vector<int > face(3);
Halfedge_facet_circulator j = fit->facet_begin();
int f_index = 0;
do {
face[f_index] = std::distance(surface.vertices_begin(), j->vertex());
f_index++;
} while ( ++j != fit->facet_begin());
faces[index] = face;
index++;
}
dst.createFromFaceVertex(points, faces);
}
开发者ID:daikiyamanaka,项目名称:geomproc,代码行数:64,代码来源:MeshSimplification.cpp
示例4: if
//.........这里部分代码省略.........
{
if (m_radius < 0) m_radius = 0.5f*extend.length_2d();
m_shape = new btCylinderShape(0.5f*extend);
break;
}
case MP_CYLINDER_X:
{
if (m_radius < 0)
m_radius = 0.5f*sqrt(extend.getY()*extend.getY() +
extend.getZ()*extend.getZ());
m_shape = new btCylinderShapeX(0.5f*extend);
break;
}
case MP_CYLINDER_Z:
{
if (m_radius < 0)
m_radius = 0.5f*sqrt(extend.getX()*extend.getX() +
extend.getY()*extend.getY());
m_shape = new btCylinderShapeZ(0.5f*extend);
break;
}
case MP_SPHERE:
{
if(m_radius<0)
{
m_radius = std::max(extend.getX(), extend.getY());
m_radius = 0.5f*std::max(m_radius, extend.getZ());
}
m_shape = new btSphereShape(m_radius);
break;
}
case MP_EXACT:
{
TriangleMesh* triangle_mesh = new TriangleMesh();
// In case of readonly materials we have to get the material from
// the mesh, otherwise from the node. This is esp. important for
// water nodes, which only have the material defined in the node,
// but not in the mesh at all!
bool is_readonly_material = false;
scene::IMesh* mesh = NULL;
switch (presentation->getNode()->getType())
{
case scene::ESNT_MESH :
case scene::ESNT_WATER_SURFACE :
case scene::ESNT_OCTREE :
{
scene::IMeshSceneNode *node =
(scene::IMeshSceneNode*)presentation->getNode();
mesh = node->getMesh();
is_readonly_material = node->isReadOnlyMaterials();
break;
}
case scene::ESNT_ANIMATED_MESH :
{
// for now just use frame 0
scene::IAnimatedMeshSceneNode *node =
(scene::IAnimatedMeshSceneNode*)presentation->getNode();
mesh = node->getMesh()->getMesh(0);
is_readonly_material = node->isReadOnlyMaterials();
break;
}
default:
Log::warn("PhysicalObject", "Unknown object type, "
"cannot create exact collision body!");
开发者ID:nikhildevshatwar,项目名称:stk-code,代码行数:67,代码来源:physical_object.cpp
示例5: c
//////////////////////////////////////////////////////////
//
// MeshSweeper implementation
// ===========
//
TriangleMesh*
MeshSweeper::makeCylinder(
const Polyline& circle,
const vec3& path,
const mat4& m)
//[]----------------------------------------------------[]
//| Make cylinder |
//[]----------------------------------------------------[]
{
int np = circle.getNumberOfVertices();
int nv = np * 2; // number of vertices
int nb = np - 2; // number of triangles of the base
int nt = nv + 2 * nb; // number of triangles
TriangleMesh::Arrays data;
data.vertices = new vec3[data.numberOfVertices = nv];
data.triangles = new TriangleMesh::Triangle[data.numberOfTriangles = nt];
vec3 c(0, 0, 0);
if (true)
{
Polyline::VertexIterator vit(circle.getVertexIterator());
for (int i = 0; i < np; i++)
{
const vec3& p = vit++.position;
c += p;
data.vertices[i + np] = m.transform3x4(p);
data.vertices[i] = m.transform3x4(p + path);
}
c *= Math::inverse(REAL(np));
}
TriangleMesh::Triangle* triangle = data.triangles;
for (int i = 0; i < np; i++)
{
int j = (i + np);
int k = (i + 1) % np;
triangle->setVertices(i, j, k);
triangle[1].setVertices(j, k + np, k);
triangle += 2;
}
int v0 = 0;
int v1 = 1;
int v2 = 2;
for (int i = 0; i < nb; i++)
{
triangle->setVertices(v0, v1, v2);
triangle[nb].setVertices(v0 + np, v2 + np, v1 + np);
triangle++;
v2 = ((v1 = (v0 = v2) + 1) + 1) % np;
}
TriangleMesh* mesh = new TriangleMesh(data);
mesh->computeNormals();
return mesh;
}
开发者ID:UelitonFreitas,项目名称:CG,代码行数:69,代码来源:MeshSweeper.cpp
示例6: makeBunny20Scene
void
makeBunny20Scene()
{
g_camera = new Camera;
g_scene = new Scene;
g_image = new Image;
g_image->resize(512, 512);
// set up the camera
g_camera->setBGColor(Vector3(0.0f, 0.0f, 0.2f));
g_camera->setEye(Vector3(0, 5, 15));
g_camera->setLookAt(Vector3(0, 0, 0));
g_camera->setUp(Vector3(0, 1, 0));
g_camera->setFOV(45);
// create and place a point light source
PointLight * light = new PointLight;
light->setPosition(Vector3(10, 20, 10));
light->setColor(Vector3(1, 1, 1));
light->setWattage(4.0 * PI * 1000);
g_scene->addLight(light);
TriangleMesh * mesh;
Material* material = new Lambert(Vector3(1.0f));
Matrix4x4 xform;
Matrix4x4 xform2;
xform2 *= rotate(110, 0, 1, 0);
xform2 *= scale(.6, 1, 1.1);
// bunny 1
xform.setIdentity();
xform *= scale(0.3, 2.0, 0.7);
xform *= translate(-1, .4, .3);
xform *= rotate(25, .3, .1, .6);
mesh = new TriangleMesh;
mesh->load("bunny.obj", xform);
addMeshTrianglesToScene(mesh, material);
// bunny 2
xform.setIdentity();
xform *= scale(.6, 1.2, .9);
xform *= translate(7.6, .8, .6);
mesh = new TriangleMesh;
mesh->load("bunny.obj", xform);
addMeshTrianglesToScene(mesh, material);
// bunny 3
xform.setIdentity();
xform *= translate(.7, 0, -2);
xform *= rotate(120, 0, .6, 1);
mesh = new TriangleMesh;
mesh->load("bunny.obj", xform);
addMeshTrianglesToScene(mesh, material);
// bunny 4
xform.setIdentity();
xform *= translate(3.6, 3, -1);
mesh = new TriangleMesh;
mesh->load("bunny.obj", xform);
addMeshTrianglesToScene(mesh, material);
// bunny 5
xform.setIdentity();
xform *= translate(-2.4, 2, 3);
xform *= scale(1, .8, 2);
mesh = new TriangleMesh;
mesh->load("bunny.obj", xform);
addMeshTrianglesToScene(mesh, material);
// bunny 6
xform.setIdentity();
xform *= translate(5.5, -.5, 1);
xform *= scale(1, 2, 1);
mesh = new TriangleMesh;
mesh->load("bunny.obj", xform);
addMeshTrianglesToScene(mesh, material);
// bunny 7
xform.setIdentity();
xform *= rotate(15, 0, 0, 1);
xform *= translate(-4, -.5, -6);
xform *= scale(1, 2, 1);
mesh = new TriangleMesh;
mesh->load("bunny.obj", xform);
addMeshTrianglesToScene(mesh, material);
// bunny 8
xform.setIdentity();
xform *= rotate(60, 0, 1, 0);
xform *= translate(5, .1, 3);
mesh = new TriangleMesh;
mesh->load("bunny.obj", xform);
addMeshTrianglesToScene(mesh, material);
// bunny 9
xform.setIdentity();
xform *= translate(-3, .4, 6);
xform *= rotate(-30, 0, 1, 0);
//.........这里部分代码省略.........
开发者ID:whirlp00l,项目名称:PhysicalbasedRendering,代码行数:101,代码来源:assignment1.cpp
示例7: computeSignedDistanceField
//-----------------------------------------------------------------------------
// BoundaryMap private method definitions
//-----------------------------------------------------------------------------
void BoundaryMap::computeSignedDistanceField(SparseVoxelMap<float*>& map,
const TriangleMesh& mesh)
{
const float* vertexList = mesh.getVertexList();
const unsigned int* faceList = mesh.getFaceList();
const float *v1, *v2, *v3;
unsigned int cMin[3];
unsigned int cMax[3];
float x0 = mDomain.getV1().getX();
float y0 = mDomain.getV1().getY();
float z0 = mDomain.getV1().getZ();
float x[3];
float normal[3];
float dist;
//
// compute distance
//
// for each triangle of the mesh
for (unsigned int m = 0; m < mesh.getNumFaces(); m++)
{
std::cout << m << " of " << mesh.getNumFaces() << std::endl;
//get triangle vertices
v1 = &vertexList[3*faceList[3*m + 0]];
v2 = &vertexList[3*faceList[3*m + 1]];
v3 = &vertexList[3*faceList[3*m + 2]];
// compute bounding box of the triangle
this->computeGridCoordinates(cMin, cMax, v1, v2, v3);
//std::cout << "cMin[0] = " << cMin[0] << std::endl;
//std::cout << "cMin[1] = " << cMin[1] << std::endl;
//std::cout << "cMin[2] = " << cMin[2] << std::endl;
//std::cout << "cMax[0] = " << cMax[0] << std::endl;
//std::cout << "cMax[1] = " << cMax[1] << std::endl;
//std::cout << "cMax[2] = " << cMax[2] << std::endl;
// for each coordinate within the bounding box
for (unsigned int k = cMin[2]; k <= cMax[2]; k++)
{
for (unsigned int j = cMin[1]; j <= cMax[1]; j++)
{
for (unsigned int i = cMin[0]; i <= cMax[0]; i++)
{
// translate coordinate to world coordinates
x[0] = x0 + i*mDx;
x[1] = y0 + j*mDx;
x[2] = z0 + k*mDx;
// compute distance to the triangle
compute_distance_point_triangle(dist, normal, x, v1, v2, v3);
// update sparse voxel map
if (dist <= mMaxDist)
{
Coordinate coord(i, j, k);
// if the map already contains distance information
// at the current coordinate
if (map.contains(coord))
{
// check if the previously computed distance is
// is greater than [dist].
float prev;
float* nodeContent;
map.get(nodeContent, coord);
prev = nodeContent[NC_DISTANCE];
if (prev > dist)
{
// if yes, update the map
delete[] nodeContent;
nodeContent = new float[NC_NUM_ELEMENTS];
nodeContent[NC_DISTANCE] = dist;
nodeContent[NC_NORMAL_X] = normal[0];
nodeContent[NC_NORMAL_Y] = normal[1];
nodeContent[NC_NORMAL_Z] = normal[2];
map.add(coord, nodeContent);
}
}
// if not yet contained in the map
else
{
float* nodeContent = new float[NC_NUM_ELEMENTS];
nodeContent[NC_DISTANCE] = dist;
nodeContent[NC_NORMAL_X] = normal[0];
nodeContent[NC_NORMAL_Y] = normal[1];
nodeContent[NC_NORMAL_Z] = normal[2];
//std::cout << dist << std::endl;
// just add val to the map
map.add(coord, nodeContent);
}
}
}
}
}
//.........这里部分代码省略.........
开发者ID:segfault11,项目名称:CUDASPHNEW,代码行数:101,代码来源:boundary_map.cpp
示例8: main
int
main(const int argc, const char **argv)
{
// parse all command line options into a DynamicConfig
ConfigDef config_def;
config_def.merge(cli_config_def);
config_def.merge(print_config_def);
DynamicConfig config(&config_def);
t_config_option_keys input_files;
config.read_cli(argc, argv, &input_files);
// apply command line options to a more handy CLIConfig
CLIConfig cli_config;
cli_config.apply(config, true);
DynamicPrintConfig print_config;
// load config files supplied via --load
for (std::vector<std::string>::const_iterator file = cli_config.load.values.begin();
file != cli_config.load.values.end(); ++file) {
if (!boost::filesystem::exists(*file)) {
std::cout << "No such file: " << *file << std::endl;
exit(1);
}
DynamicPrintConfig c;
try {
c.load(*file);
} catch (std::exception &e) {
std::cout << "Error while reading config file: " << e.what() << std::endl;
exit(1);
}
c.normalize();
print_config.apply(c);
}
// apply command line options to a more specific DynamicPrintConfig which provides normalize()
// (command line options override --load files)
print_config.apply(config, true);
print_config.normalize();
// write config if requested
if (!cli_config.save.value.empty()) print_config.save(cli_config.save.value);
// read input file(s) if any
std::vector<Model> models;
for (t_config_option_keys::const_iterator it = input_files.begin(); it != input_files.end(); ++it) {
if (!boost::filesystem::exists(*it)) {
std::cout << "No such file: " << *it << std::endl;
exit(1);
}
Model model;
// TODO: read other file formats with Model::read_from_file()
try {
Slic3r::IO::STL::read(*it, &model);
} catch (std::exception &e) {
std::cout << *it << ": " << e.what() << std::endl;
exit(1);
}
if (model.objects.empty()) {
printf("Error: file is empty: %s\n", it->c_str());
continue;
}
model.add_default_instances();
// apply command line transform options
for (ModelObjectPtrs::iterator o = model.objects.begin(); o != model.objects.end(); ++o) {
if (cli_config.scale_to_fit.is_positive_volume())
(*o)->scale_to_fit(cli_config.scale_to_fit.value);
(*o)->scale(cli_config.scale.value);
(*o)->rotate(cli_config.rotate.value, Z);
}
// TODO: handle --merge
models.push_back(model);
}
for (std::vector<Model>::iterator model = models.begin(); model != models.end(); ++model) {
if (cli_config.info) {
// --info works on unrepaired model
model->print_info();
} else if (cli_config.export_obj) {
std::string outfile = cli_config.output.value;
if (outfile.empty()) outfile = model->objects.front()->input_file + ".obj";
TriangleMesh mesh = model->mesh();
mesh.repair();
Slic3r::IO::OBJ::write(mesh, outfile);
printf("File exported to %s\n", outfile.c_str());
} else if (cli_config.export_pov) {
std::string outfile = cli_config.output.value;
if (outfile.empty()) outfile = model->objects.front()->input_file + ".pov";
TriangleMesh mesh = model->mesh();
mesh.repair();
Slic3r::IO::POV::write(mesh, outfile);
//.........这里部分代码省略.........
开发者ID:jeffkyjin,项目名称:Slic3r,代码行数:101,代码来源:slic3r.cpp
示例9: main
int main(int argc, const char * argv[])
{
Electrostatics e;
TriangleMesh *teststl = new TriangleMesh();
teststl->read("/Users/phaedon/github/bem-laplace-simple/meshes/sphere5120.stl", MeshFileFormat::MFF_STL);
teststl->write("/Users/phaedon/github/bem-laplace-simple/meshes/sphere5120.obj", MeshFileFormat::MFF_OBJ);
TriangleMesh *s = new TriangleMesh();
s->read("/Users/phaedon/github/bem-laplace-simple/meshes/sphere_5mm_h0cm_s3.obj", MeshFileFormat::MFF_OBJ);
e.addBubble(s);
s = new TriangleMesh();
s->read("/Users/phaedon/github/bem-laplace-simple/meshes/sphere_5mm_h10cm.obj", MeshFileFormat::MFF_OBJ);
e.addBubble(s);
s = new TriangleMesh();
s->read("/Users/phaedon/github/bem-laplace-simple/meshes/sphere_5mm_h30cm.obj", MeshFileFormat::MFF_OBJ);
e.addBubble(s);
s = new TriangleMesh();
s->read("/Users/phaedon/github/bem-laplace-simple/meshes/sphere_5mm_h50cm.obj", MeshFileFormat::MFF_OBJ);
e.addBubble(s);
s = new TriangleMesh();
s->read("/Users/phaedon/github/bem-laplace-simple/meshes/sphere_5mm_h80cm.obj", MeshFileFormat::MFF_OBJ);
e.addBubble(s);
s = new TriangleMesh();
s->read("/Users/phaedon/github/bem-laplace-simple/meshes/sphere_5mm_h90cm.obj", MeshFileFormat::MFF_OBJ);
e.addBubble(s);
s = new TriangleMesh();
s->read("/Users/phaedon/github/bem-laplace-simple/meshes/sphere_5mm_h95cm.obj", MeshFileFormat::MFF_OBJ);
e.addBubble(s);
s = new TriangleMesh();
s->read("/Users/phaedon/github/bem-laplace-simple/meshes/sphere_5mm_h995mm_s3.obj", MeshFileFormat::MFF_OBJ);
e.addBubble(s);
TriangleMesh *plane = new TriangleMesh();
plane->read("/Users/phaedon/github/bem-laplace-simple/meshes/plane_h1_s50mm_t128.obj", MeshFileFormat::MFF_OBJ);
e.setSurface(plane);
std::vector<double> caps;
e.capacitance(caps);
for (size_t i = 0; i < caps.size(); i++) {
std::cout << "capacitance of " << i << "th bubble: " << caps[i] << std::endl;
}
std::cout << "Finished!" << std::endl;
return 0;
}
开发者ID:phaedon,项目名称:bem-laplace-simple,代码行数:56,代码来源:main.cpp
示例10: GenerateBezierPatch
void GenerateBezierPatch(const BezierPatchDescriptor& desc, TriangleMesh& mesh)
{
auto idxOffset = mesh.vertices.size();
const auto segsHorz = std::max(1u, desc.segments.x);
const auto segsVert = std::max(1u, desc.segments.y);
const auto invHorz = Gs::Real(1) / static_cast<Gs::Real>(segsHorz);
const auto invVert = Gs::Real(1) / static_cast<Gs::Real>(segsVert);
auto AddQuad = [&](unsigned int u, unsigned int v, VertexIndex i0, VertexIndex i1, VertexIndex i2, VertexIndex i3)
{
if (desc.backFacing)
AddTriangulatedQuad(mesh, desc.alternateGrid, u, v, i1, i0, i3, i2, idxOffset);
else
AddTriangulatedQuad(mesh, desc.alternateGrid, u, v, i0, i1, i2, i3, idxOffset);
};
/* Generate vertices */
static const Gs::Real delta = Gs::Real(0.01);
Gs::Vector3 coord, normal;
Gs::Vector2 texCoord;
for (unsigned int i = 0; i <= segsVert; ++i)
{
for (unsigned int j = 0; j <= segsHorz; ++j)
{
/* Compute coordinate and texture-coordinate */
texCoord.x = static_cast<Gs::Real>(j) * invHorz;
texCoord.y = static_cast<Gs::Real>(i) * invVert;
coord = desc.bezierPatch(texCoord.x, texCoord.y);
/* Sample bezier patch to approximate normal */
auto uOffset = (desc.bezierPatch(texCoord.x + delta, texCoord.y) - coord);
auto vOffset = (desc.bezierPatch(texCoord.x, texCoord.y + delta) - coord);
normal = Gs::Cross(uOffset, vOffset).Normalized();
/* Add vertex */
if (!desc.backFacing)
{
texCoord.y = Gs::Real(1) - texCoord.y;
normal = -normal;
}
mesh.AddVertex(coord, normal, texCoord);
}
}
/* Generate indices */
const auto strideHorz = segsHorz + 1;
for (unsigned int v = 0; v < segsVert; ++v)
{
for (unsigned int u = 0; u < segsHorz; ++u)
{
AddQuad(
u, v,
( v *strideHorz + u ),
( (v+1)*strideHorz + u ),
( (v+1)*strideHorz + u+1 ),
( v *strideHorz + u+1 )
);
}
}
}
开发者ID:LukasBanana,项目名称:GeometronLib,代码行数:67,代码来源:MeshGeneratorBezierPatch.cpp
示例11: ConvexDecompResult
virtual void ConvexDecompResult(ConvexDecomposition::ConvexResult &result)
{
TriangleMesh* trimesh = new TriangleMesh();
SimdVector3 localScaling(6.f,6.f,6.f);
//export data to .obj
printf("ConvexResult\n");
if (mOutputFile)
{
fprintf(mOutputFile,"## Hull Piece %d with %d vertices and %d triangles.\r\n", mHullCount, result.mHullVcount, result.mHullTcount );
fprintf(mOutputFile,"usemtl Material%i\r\n",mBaseCount);
fprintf(mOutputFile,"o Object%i\r\n",mBaseCount);
for (unsigned int i=0; i<result.mHullVcount; i++)
{
const float *p = &result.mHullVertices[i*3];
fprintf(mOutputFile,"v %0.9f %0.9f %0.9f\r\n", p[0], p[1], p[2] );
}
//calc centroid, to shift vertices around center of mass
centroid.setValue(0,0,0);
if ( 1 )
{
const unsigned int *src = result.mHullIndices;
for (unsigned int i=0; i<result.mHullTcount; i++)
{
unsigned int index0 = *src++;
unsigned int index1 = *src++;
unsigned int index2 = *src++;
SimdVector3 vertex0(result.mHullVertices[index0*3], result.mHullVertices[index0*3+1],result.mHullVertices[index0*3+2]);
SimdVector3 vertex1(result.mHullVertices[index1*3], result.mHullVertices[index1*3+1],result.mHullVertices[index1*3+2]);
SimdVector3 vertex2(result.mHullVertices[index2*3], result.mHullVertices[index2*3+1],result.mHullVertices[index2*3+2]);
vertex0 *= localScaling;
vertex1 *= localScaling;
vertex2 *= localScaling;
centroid += vertex0;
centroid += vertex1;
centroid += vertex2;
}
}
centroid *= 1.f/(float(result.mHullTcount) * 3);
if ( 1 )
{
const unsigned int *src = result.mHullIndices;
for (unsigned int i=0; i<result.mHullTcount; i++)
{
unsigned int index0 = *src++;
unsigned int index1 = *src++;
unsigned int index2 = *src++;
SimdVector3 vertex0(result.mHullVertices[index0*3], result.mHullVertices[index0*3+1],result.mHullVertices[index0*3+2]);
SimdVector3 vertex1(result.mHullVertices[index1*3], result.mHullVertices[index1*3+1],result.mHullVertices[index1*3+2]);
SimdVector3 vertex2(result.mHullVertices[index2*3], result.mHullVertices[index2*3+1],result.mHullVertices[index2*3+2]);
vertex0 *= localScaling;
vertex1 *= localScaling;
vertex2 *= localScaling;
vertex0 -= centroid;
vertex1 -= centroid;
vertex2 -= centroid;
trimesh->AddTriangle(vertex0,vertex1,vertex2);
index0+=mBaseCount;
index1+=mBaseCount;
index2+=mBaseCount;
fprintf(mOutputFile,"f %d %d %d\r\n", index0+1, index1+1, index2+1 );
}
}
bool isDynamic = true;
float mass = 1.f;
CollisionShape* convexShape = new ConvexTriangleMeshShape(trimesh);
SimdTransform trans;
trans.setIdentity();
trans.setOrigin(centroid);
m_convexDemo->LocalCreatePhysicsObject(isDynamic, mass, trans,convexShape);
mBaseCount+=result.mHullVcount; // advance the 'base index' counter.
}
}
开发者ID:,项目名称:,代码行数:91,代码来源:
示例12: makeTeapotScene
void
makeTeapotScene()
{
g_camera = new Camera;
g_scene = new Scene;
g_image = new Image;
g_image->resize(512, 512);
// set up the camera
g_camera->setBGColor(Vector3(0.0f, 0.0f, 0.2f));
g_camera->setEye(Vector3(0, 6, 2));
g_camera->setLookAt(Vector3(0, 0, 0));
g_camera->setUp(Vector3(0, 1, 0));
g_camera->setFOV(45);
// create and place a point light source
PointLight * light = new PointLight;
light->setPosition(Vector3(-2.5, 10, -2.5));
light->setColor(Vector3(1, 1, 1));
light->setWattage(4.0 * PI * 700);
PointLight * light1 = new PointLight;
light1->setPosition(Vector3(10, 15, 10));
light1->setColor(Vector3(1, 1, 1));
light1->setWattage(4.0 * PI * 700);
g_scene->addLight(light);
//g_scene->addLight(light1); //for test shadow
Material* lambert = new Lambert(Vector3(1.0f));
Material* mirror = new Mirror(Vector3(0.8f));
Material* glass = new Glass(Vector3(0.95f), 1.5f);
Material* brdf = new BPhong(Vector3(0.4f,0.4f,0.0f), Vector3(0.6f,0.6f,0.0f), 50);
TriangleMesh * teapot = new TriangleMesh;
Matrix4x4 xform;
teapot->load("teapot.obj");
addMeshTrianglesToScene(teapot, brdf);
xform.setIdentity();
xform *= translate(-5, 0, 0);
teapot = new TriangleMesh;
teapot->load("teapot.obj",xform);
addMeshTrianglesToScene(teapot, lambert);
xform.setIdentity();
xform *= translate(-5, 0, -5);
teapot = new TriangleMesh;
teapot->load("teapot.obj", xform);
addMeshTrianglesToScene(teapot, mirror);
// create the floor triangle
TriangleMesh * floor = new TriangleMesh;
floor->createSingleTriangle();
floor->setV1(Vector3(-100, 0, -100));
floor->setV2(Vector3( 0, 0, 100));
floor->setV3(Vector3( 100, 0, -100));
floor->setN1(Vector3(0, 1, 0));
floor->setN2(Vector3(0, 1, 0));
floor->setN3(Vector3(0, 1, 0));
Triangle* t = new Triangle;
t->setIndex(0);
t->setMesh(floor);
t->setMaterial(lambert);
g_scene->addObject(t);
// let objects do pre-calculations if needed
g_scene->preCalc();
}
开发者ID:whirlp00l,项目名称:PhysicalbasedRendering,代码行数:77,代码来源:assignment1.cpp
示例13: CollisionDispatcher
void ConvexDecompositionDemo::initPhysics(const char* filename)
{
ConvexDecomposition::WavefrontObj wo;
tcount = wo.loadObj(filename);
CollisionDispatcher* dispatcher = new CollisionDispatcher();
SimdVector3 worldAabbMin(-10000,-10000,-10000);
SimdVector3 worldAabbMax(10000,10000,10000);
OverlappingPairCache* broadphase = new AxisSweep3(worldAabbMin,worldAabbMax);
//OverlappingPairCache* broadphase = new SimpleBroadphase();
m_physicsEnvironmentPtr = new CcdPhysicsEnvironment(dispatcher,broadphase);
m_physicsEnvironmentPtr->setDeactivationTime(2.f);
m_physicsEnvironmentPtr->setGravity(0,-10,0);
SimdTransform startTransform;
startTransform.setIdentity();
startTransform.setOrigin(SimdVector3(0,-4,0));
LocalCreatePhysicsObject(false,0,startTransform,new BoxShape(SimdVector3(30,2,30)));
class MyConvexDecomposition : public ConvexDecomposition::ConvexDecompInterface
{
ConvexDecompositionDemo* m_convexDemo;
public:
MyConvexDecomposition (FILE* outputFile,ConvexDecompositionDemo* demo)
:m_convexDemo(demo),
mBaseCount(0),
mHullCount(0),
mOutputFile(outputFile)
{
}
virtual void ConvexDecompResult(ConvexDecomposition::ConvexResult &result)
{
TriangleMesh* trimesh = new TriangleMesh();
SimdVector3 localScaling(6.f,6.f,6.f);
//export data to .obj
printf("ConvexResult\n");
if (mOutputFile)
{
fprintf(mOutputFile,"## Hull Piece %d with %d vertices and %d triangles.\r\n", mHullCount, result.mHullVcount, result.mHullTcount );
fprintf(mOutputFile,"usemtl Material%i\r\n",mBaseCount);
fprintf(mOutputFile,"o Object%i\r\n",mBaseCount);
for (unsigned int i=0; i<result.mHullVcount; i++)
{
const float *p = &result.mHullVertices[i*3];
fprintf(mOutputFile,"v %0.9f %0.9f %0.9f\r\n", p[0], p[1], p[2] );
}
//calc centroid, to shift vertices around center of mass
centroid.setValue(0,0,0);
if ( 1 )
{
const unsigned int *src = result.mHullIndices;
for (unsigned int i=0; i<result.mHullTcount; i++)
{
unsigned int index0 = *src++;
unsigned int index1 = *src++;
unsigned int index2 = *src++;
SimdVector3 vertex0(result.mHullVertices[index0*3], result.mHullVertices[index0*3+1],result.mHullVertices[index0*3+2]);
SimdVector3 vertex1(result.mHullVertices[index1*3], result.mHullVertices[index1*3+1],result.mHullVertices[index1*3+2]);
SimdVector3 vertex2(result.mHullVertices[index2*3], result.mHullVertices[index2*3+1],result.mHullVertices[index2*3+2]);
vertex0 *= localScaling;
vertex1 *= localScaling;
vertex2 *= localScaling;
centroid += vertex0;
centroid += vertex1;
centroid += vertex2;
}
}
centroid *= 1.f/(float(result.mHullTcount) * 3);
if ( 1 )
{
const unsigned int *src = result.mHullIndices;
for (unsigned int i=0; i<result.mHullTcount; i++)
{
unsigned int index0 = *src++;
unsigned int index1 = *src++;
unsigned int index2 = *src++;
SimdVector3 vertex0(result.mHullVertices[index0*3], result.mHullVertices[index0*3+1],result.mHullVertices[index0*3+2]);
SimdVector3 vertex1(result.mHullVertices[index1*3], result.mHullVertices[index1*3+1],result.mHullVertices[index1*3+2]);
//.........这里部分代码省略.........
开发者ID:,项目名称:,代码行数:101,代码来源:
示例14: makeBallScene
void
makeBallScene()
{
g_camera = new Camera;
g_scene = new Scene;
g_image = new Image;
g_image->resize(512, 512);
Material* lambert = new Lambert(Vector3(1.0f,0.5f,0.0f));
Material* lambert_ground = new Lambert(Vector3(0.9f,0.9f,0.9f));
Material* mirror = new Mirror(Vector3(0.6f));
Material* glass = new Glass(Vector3(0.95f),1.5f);
Material* brdf = new BPhong(Vector3(0.4f),Vector3(0.6f),200);
// set up the camera
g_camera->setBGColor(Vector3(0.0f, 0.0f, 0.0f));
g_camera->setEye(Vector3( 10, 3, 10));
g_camera->setLookAt(Vector3(0, 0, 0));
g_camera->setUp(Vector3(0, 1, 0));
g_camera->setFOV(45);
// create and place a point light source
PointLight * light = new PointLight;
light->setPosition(Vector3(5, 15, 5));
light->setColor(Vector3(1, 1, 1));
light->setWattage(4.0 * PI * 700);
g_scene->addLight(light);
// create the floor triangle
TriangleMesh * floor = new TriangleMesh;
floor->createSingleTriangle();
floor->setV1(Vector3(-100, 0, -100));
floor->setV2(Vector3(0, 0, 100));
floor->setV3(Vector3(100, 0, 0));
floor->setN1(Vector3(0, 1, 0));
floor->setN2(Vector3(0, 1, 0));
floor->setN3(Vector3(0, 1, 0));
TriangleMesh * right = new TriangleMesh;
right->createSingleTriangle();
right->setV1(Vector3(10, 0, -10));
right->setV2(Vector3(0, 100, 0));
right->setV3(Vector3(-10, 0, 10));
right->setN1(Vector3(1, 0, 1));
right->setN2(Vector3(1, 0, 1));
right->setN3(Vector3(1, 0, 1));
TriangleMesh * left = new TriangleMesh;
left->createSingleTriangle();
left->setV1(Vector3(0, 0, 0));
left->setV2(Vector3(100, 0, 0));
left->setV3(Vector3(0, 100, 0));
left->setN1(Vector3(0, 0, 1));
left->setN2(Vector3(0, 0, 1));
left->setN3(Vector3(0, 0, 1));
Triangle* t = new Triangle;
t->setIndex(0);
t->setMesh(floor);
t->setMaterial(lambert_ground);
Triangle* t2 = new Triangle;
t2->setIndex(0);
t2->setMesh(right);
t2->setMaterial(lambert_ground);
Triangle* t3 = new Triangle;
t3->setIndex(0);
t3->setMesh(left);
t3->setMaterial(lambert_ground);
g_scene->addObject(t);
g_scene->addObject(t2);
//g_scene->addObject(t3);
//create two balls
Sphere * sphere1 = new Sphere;
sphere1->setCenter(Vector3(0.5, 1, 1));
sphere1->setRadius(0.2);
sphere1->setMaterial(lambert);
Sphere * sphere2 = new Sphere;
sphere2->setCenter(Vector3(1, 1, 0.5));
sphere2->setRadius(0.2);
sphere2->setMaterial(lambert);
Sphere * sphere3= new Sphere;
sphere3->setCenter(Vector3(4, 1, 2));
sphere3->setRadius(1);
sphere3->setMaterial(glass);
Sphere * sphere4 = new Sphere;
sphere4->setCenter(Vector3(2, 1, 4));
sphere4->setRadius(1);
sphere4->setMaterial(brdf);
//.........这里部分代码省略.........
开发者ID:whirlp00l,项目名称:PhysicalbasedRendering,代码行数:101,代码来源:assignment1.cpp
示例15: findSurfaceNodes
//.........这里部分代码省略.........
for(i = 0; i < numNodesSurf; i++)
{
for(j = 0; j < numElemsTet; j++)
{
g_Element elem;
set<int>::iterator triangleIt;
for(triangleIt = trianglesOnSurface[j].begin(); triangleIt != trianglesOnSurface[j].end(); triangleIt++)
elem.node(volumetricMeshNodes[*triangleIt]);
// g_Vector closestPoint = computeClosestPoint(rigidlyAlignedSurfaceTemplate->nodes()[i], &elem);
// dist = closestPoint.DistanceTo(rigidlyAlignedSurfaceTemplate->nodes()[i]->coordinate());
g_Vector closestPoint;
dist = computeClosestPoint(*rigidlyAlignedSurfaceTemplate->nodes()[i], elem, closestPoint );
dist = sqrt(dist);
if((j == 0) || (dist < minDist))
{
minDist = dist;
k = 0;
for(triangleIt = trianglesOnSurface[j].begin(); triangleIt != trianglesOnSurface[j].end(); triangleIt++, k++)
mappingIndicesSurf[3*i+k] = *triangleIt;
vector<double> barycentrics = computeBarycentrics(rigidlyAlignedSurfaceTemplate->nodes()[i]->coordinate(), closestPoint, &elem);
mappingWeightsSurf[3*i] = barycentrics[0];
mappingWeightsSurf[3*i+1] = barycentrics[1];
mappingWeightsSurf[3*i+2] = barycentrics[2];
offsetsSurf[i] = barycentrics[3];
}
//---------------------------
if(i == 0 && contactPoint != NULL){
g_Vector closestContactPoint;
distContactPoint = computeClosestPoint(*contactPoint, elem, closestContactPoint );
distContactPoint = sqrt(distContactPoint);
// g_Vector closestContactPoint = computeClosestPoint(contactPoint, &elem);
// distContactPoint = closestContactPoint.DistanceTo(contactPoint->coordinate());
if((j == 0) || (distContactPoint < minDistContactPoint))
{
minDistContactPoint = distContactPoint;
k = 0;
for(triangleIt = trianglesOnSurface[j].begin(); triangleIt != trianglesOnSurface[j].end(); triangleIt++, k++)
contactTriangleId[3*i+k] = *triangleIt;
vector<double> barycentricsContactPoint = computeBarycentrics(contactPoint->coordinate()
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