// The Real Core Function doing the actual mesh processing. // Move Vertex of a random quantity bool PoissonPlugin::applyFilter(QAction *filter, MeshDocument &md, RichParameterSet & par, vcg::CallBackPos *cb) { MeshModel &m=*md.mm(); MeshModel &pm =*md.addNewMesh("","Poisson mesh"); vector<Point3D<float> > Pts(m.cm.vn); vector<Point3D<float> > Nor(m.cm.vn); CoredVectorMeshData mesh; if (m.hasDataMask(MeshModel::MM_WEDGTEXCOORD)){ m.clearDataMask(MeshModel::MM_WEDGTEXCOORD); } if (m.hasDataMask(MeshModel::MM_VERTTEXCOORD)){ m.clearDataMask(MeshModel::MM_VERTTEXCOORD); } //Useless control on the normals. It can just avoid crashes derived from an importer setting up to [0.0f,0.0f,0.0f] the normal vectors of a mesh without per-vertex normal attribute. int zeronrm = 0; for(CMeshO::VertexIterator vi=m.cm.vert.begin(); vi!=m.cm.vert.end(); ++vi) { if(!(*vi).IsD()) { if ((*vi).N() == vcg::Point3f(0.0f,0.0f,0.0f)) ++zeronrm; } } if (zeronrm == m.cm.vn) { Log(GLLogStream::SYSTEM,"All the normal vectors are set to [0.0,0.0,0.0]. Poisson reconstruction filter requires a set of valid per-vertex normal. Filter will be aborted."); return false; } int cnt=0; for(CMeshO::VertexIterator vi=m.cm.vert.begin(); vi!=m.cm.vert.end(); ++vi) if(!(*vi).IsD()){ (*vi).N().Normalize(); for(int ii=0;ii<3;++ii){ Pts[cnt].coords[ii]=(*vi).P()[ii]; Nor[cnt].coords[ii]=(*vi).N()[ii]; } ++cnt; } assert(cnt==m.cm.vn); // Log function dump textual info in the lower part of the MeshLab screen. PoissonParam pp; pp.Depth=par.getInt("OctDepth"); pp.SamplesPerNode = par.getFloat("SamplesPerNode"); pp.SolverDivide=par.getInt("SolverDivide"); pp.Offset = par.getFloat("Offset"); Point3D<float> center; float scale; int ret= Execute2(pp, Pts, Nor, mesh,center,scale,cb); mesh.resetIterator(); int vm = mesh.outOfCorePointCount()+mesh.inCorePoints.size(); int fm = mesh.triangleCount(); Log("Successfully created a mesh of %i vert and %i faces",vm,fm); //m.cm.Clear(); tri::Allocator<CMeshO>::AddVertices(pm.cm,vm); tri::Allocator<CMeshO>::AddFaces(pm.cm,fm); Point3D<float> p; int i; for (i=0; i < int(mesh.inCorePoints.size()); i++){ p=mesh.inCorePoints[i]; pm.cm.vert[i].P()[0] = p.coords[0]*scale+center.coords[0]; pm.cm.vert[i].P()[1] = p.coords[1]*scale+center.coords[1]; pm.cm.vert[i].P()[2] = p.coords[2]*scale+center.coords[2]; } for (int ii=0; ii < mesh.outOfCorePointCount(); ii++){ mesh.nextOutOfCorePoint(p); pm.cm.vert[ii+i].P()[0] = p.coords[0]*scale+center.coords[0]; pm.cm.vert[ii+i].P()[1] = p.coords[1]*scale+center.coords[1]; pm.cm.vert[ii+i].P()[2] = p.coords[2]*scale+center.coords[2]; } TriangleIndex tIndex; int inCoreFlag; int nr_faces=mesh.triangleCount(); for (i=0; i < nr_faces; i++){ // // create and fill a struct that the ply code can handle // mesh.nextTriangle(tIndex,inCoreFlag); if(!(inCoreFlag & CoredMeshData::IN_CORE_FLAG[0])){tIndex.idx[0]+=int(mesh.inCorePoints.size());} if(!(inCoreFlag & CoredMeshData::IN_CORE_FLAG[1])){tIndex.idx[1]+=int(mesh.inCorePoints.size());} if(!(inCoreFlag & CoredMeshData::IN_CORE_FLAG[2])){tIndex.idx[2]+=int(mesh.inCorePoints.size());} for(int j=0; j < 3; j++) { pm.cm.face[i].V(j) = &pm.cm.vert[tIndex.idx[j]]; } //ply_put_element(ply, (void *) &ply_face); //delete[] ply_face.vertices; } // for, write faces // for(int i=0;i<mesh.inCorePoints.size();++i){ // mesh.triangles[i].idx[0]+=mesh.inCorePoints.size(); // mesh.triangles[i].idx[1]+=mesh.inCorePoints.size(); // mesh.triangles[i].idx[2]+=mesh.inCorePoints.size(); // } // Build(m.cm,mesh.inCorePoints,mesh.triangles); Log("Successfully created a mesh of %i faces",pm.cm.vn); pm.UpdateBoxAndNormals(); return true; }
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; }