Example #1
0
void create_single_triangle_manifold(const Vec3f& p1, 
																		 const Vec3f& p2, 
																		 const Vec3f& p3, 
																		 Manifold& mani)
{
	// Create vector of vertices
	vector<Vec3f> vertices(3);
	vertices[0] = p1;
	vertices[1] = p2;
	vertices[2] = p3;

	// Create vector of faces. Each element corresponds to a face and tells
	// how many vertices that face contains. In the case of a triangle
	// mesh, each face has three vertices.
	vector<int> faces(1);
	faces[0] = 3;

	// Create the index vector. Each element is an index into the vertex list
	// 
	vector<int> indices(3);
	indices[0]=0;
	indices[1]=1;
	indices[2]=2;

  mani.build(3,           // Number of vertices.
	  				 reinterpret_cast<float*>(&vertices[0]),// Pointer to vertices.
						 1,           // Number of faces.
						 &faces[0],   // Pointer to faces.
						 &indices[0]);// Pointer to indices.


}
Example #2
0
    void dual(Manifold& m)
    {
        // Create new vertices. Each face becomes a vertex whose position
        // is the centre of the face
        int i = 0;
        FaceAttributeVector<int> ftouched;
        vector<Vec3d> vertices;
        vertices.resize(m.no_faces());
        for(auto f : m.faces())
            vertices[ftouched[f] = i++] = centre(m, f);
        
        // Create new faces. Each vertex is a new face with N=valency of vertex
        // edges.
        vector<int> faces;
        vector<int> indices;
        for(auto v : m.vertices())
            if(valency(m, v) > 2 && !(boundary(m, v)))
            {
//				int N = circulate_vertex_ccw(m, v, (std::function<void(FaceID)>)[&](FaceID fid) {
//                    indices.push_back(ftouched[fid]);
//                });

                Walker w = m.walker(v);
                for(; !w.full_circle(); w = w.circulate_vertex_ccw()){
                    indices.push_back(ftouched[w.face()]);
                }
                int N = w.no_steps();
                // Insert face valency in the face vector.
                faces.push_back(N);
            }
        
        // Clear the manifold before new geometry is inserted.
        m.clear();
        
        // And build
        m.build(    vertices.size(),
                reinterpret_cast<double*>(&vertices[0]),
                faces.size(),
                &faces[0],
                &indices[0]);
    }
Example #3
0
    bool x3d_load(const string& filename, Manifold& m) 
    {
        faces.clear();
        indices.clear();
        vertices.clear();

        Timer tim;
        tim.start();

        string baseurl;
        int idx = max(find_last_of(filename, "\\"), 
            find_last_of(filename, "/"));

        if(idx != -1)
            baseurl = string(filename.substr(0, idx+1));

        XmlDoc x3d_doc(filename.c_str());
        
        if(!x3d_doc.is_valid())
            return false;
        
        x3d_doc.add_handler("Shape", handle_Shape);    
        x3d_doc.add_handler("IndexedFaceSet", handle_IndexedFaceSet);
        x3d_doc.add_handler("Coordinate", handle_Coordinate);
        x3d_doc.process_elements();
        x3d_doc.close();
        
        cout << "vertices " << vertices.size() << endl;

        m.build(vertices.size()/3, 
            reinterpret_cast<float*>(&vertices[0]), 
            faces.size(), 
            &faces[0], 
            &indices[0]);
        
        cout << " Loading took " << tim.get_secs() << endl;
        return true;
    }