Beispiel #1
0
int qPoissonReconPlugin::doAction(ccHObject::Container& selectedEntities,
								  unsigned& uiModificationFlags,
								  ccProgressDialog* progressCb/*=NULL*/,
								  QWidget* parent/*=NULL*/)
{
	//we need one point cloud
    unsigned selNum = selectedEntities.size();
    if (selNum!=1)
        return -1;

	//a real point cloud
    ccHObject* ent = selectedEntities[0];
	if (!ent->isA(CC_POINT_CLOUD))
		return -1;

	//with normals!
    ccPointCloud* pc = static_cast<ccPointCloud*>(ent);
	if (!pc->hasNormals())
		return -2;

	bool ok;
	#if (QT_VERSION >= QT_VERSION_CHECK(4, 5, 0))
	int depth = QInputDialog::getInt(0, "Poisson reconstruction","Octree depth:", 8, 1, 24, 1, &ok);
	#else
	int depth = QInputDialog::getInteger(0, "Poisson reconstruction","Octree depth:", 8, 1, 24, 1, &ok);
	#endif

	if (!ok)
		return 1;

	 //TODO: faster, lighter
	unsigned i,count = pc->size();
	float* points = new float[count*3];
	if (!points)
		return -3;
	float* normals = new float[count*3];
	if (!normals)
	{
		delete[] points;
		return -3;
	}

	float* _points = points;
	float* _normals = normals;
	for (i=0;i<count;++i)
	{
		const CCVector3* P = pc->getPoint(i);
		*_points++ = (float)P->x;
		*_points++ = (float)P->y;
		*_points++ = (float)P->z;

		const PointCoordinateType* N = pc->getPointNormal(i);
		*_normals++ = (float)N[0];
		*_normals++ = (float)N[1];
		*_normals++ = (float)N[2];
	}

	/*** RECONSTRUCTION PROCESS ***/

	CoredVectorMeshData mesh;
	PoissonReconLib::PoissonReconResultInfo info;
	bool result = false;

	if (progressCb)
	{
		progressCb->setCancelButton(0);
		progressCb->setRange(0,0);
		progressCb->setInfo("Operation in progress");
		progressCb->setMethodTitle("Poisson Reconstruction");
		progressCb->start();
		//QApplication::processEvents();

		//run in a separate thread
		s_points = points;
		s_normals = normals;
		s_count = count;
		s_depth = depth;
		s_mesh = &mesh;
		s_info = &info;
		QFuture<void> future = QtConcurrent::run(doReconstruct);

		unsigned progress = 0;
		while (!future.isFinished())
		{
		    #if defined(_WIN32) || defined(WIN32)
			::Sleep(500);
			#else
			sleep(500);
			#endif

			progressCb->update(++progress);
			//Qtconcurrent::run can't be canceled!
			/*if (progressCb->isCancelRequested())
			{
				future.cancel();
				future.waitForFinished();
				s_result = false;
				break;
			}
			//*/
		}

		result = s_result;

		progressCb->stop();
		QApplication::processEvents();
	}
	else
	{
		result = PoissonReconLib::reconstruct(count, points, normals, mesh, depth, &info);
	}

	delete[] points;
	points=0;
	delete[] normals;
	normals=0;

	if (!result || mesh.polygonCount() < 1)
		return -4;

	unsigned nic         = (unsigned)mesh.inCorePoints.size();
	unsigned noc         = (unsigned)mesh.outOfCorePointCount();
	unsigned nr_vertices = nic+noc;
	unsigned nr_faces    = (unsigned)mesh.polygonCount();

	ccPointCloud* newPC = new ccPointCloud("vertices");
	newPC->reserve(nr_vertices);

	//we enlarge bounding box a little bit (2%)
	PointCoordinateType bbMin[3],bbMax[3];
	pc->getBoundingBox(bbMin,bbMax);
	CCVector3 boxHalfDiag = (CCVector3(bbMax)-CCVector3(bbMin))*0.51f;
	CCVector3 boxCenter = (CCVector3(bbMax)+CCVector3(bbMin))*0.5f;
	CCVector3 filterMin = boxCenter-boxHalfDiag;
	CCVector3 filterMax = boxCenter+boxHalfDiag;

	Point3D<float> p;
	CCVector3 p2;
	for (i=0; i<nic; i++)
	{
		p = mesh.inCorePoints[i];
		p2.x = p.coords[0]*info.scale+info.center[0];
		p2.y = p.coords[1]*info.scale+info.center[1];
		p2.z = p.coords[2]*info.scale+info.center[2];
		newPC->addPoint(p2);
	}
	for (i=0; i<noc; i++)
	{
		mesh.nextOutOfCorePoint(p);
		p2.x = p.coords[0]*info.scale+info.center[0];
		p2.y = p.coords[1]*info.scale+info.center[1];
		p2.z = p.coords[2]*info.scale+info.center[2];
		newPC->addPoint(p2);
	}

	ccMesh* newMesh = new ccMesh(newPC);
	newMesh->setName(QString("Mesh[%1] (level %2)").arg(pc->getName()).arg(depth));
	newMesh->reserve(nr_faces);
	newMesh->addChild(newPC);

	std::vector<CoredVertexIndex> vertices;
	for (i=0; i < nr_faces; i++)
	{
		mesh.nextPolygon(vertices);

		if (vertices.size()!=3)
		{
			//Can't handle anything else than triangles yet!
			assert(false);
		}
		else
		{
			for (std::vector<CoredVertexIndex>::iterator it = vertices.begin(); it != vertices.end(); ++it)
				if (!it->inCore)
					it->idx += nic;

			newMesh->addTriangle(vertices[0].idx,
								vertices[1].idx,
								vertices[2].idx);
		}
	}

	newPC->setVisible(false);
	newMesh->setVisible(true);
	newMesh->computeNormals();

	//output mesh
	selectedEntities.push_back(newMesh);

	//currently selected entities parameters may have changed!
    uiModificationFlags |= CC_PLUGIN_REFRESH_ENTITY_BROWSER;
    //currently selected entities appearance may have changed!
    uiModificationFlags |= CC_PLUGIN_REFRESH_GL_WINDOWS;

    return 1;
}
Beispiel #2
0
bool qPoissonReconPlugin::onNewSelection(const ccHObject::Container& selectedEntities)
{
	return (selectedEntities.size()==1 && selectedEntities[0]->isA(CC_POINT_CLOUD));
}