我目前正在使用CGAL进行树生成应用程序,这是我的第一次。
哪种最简单和/或最好的方式进行面部挤压?新点的计算已经完成。
CGAL是一个巨大的lib,所以可能有更好,更强大的方式。
请查看当前代码(考虑评论):
void TreeGenerator::extrude(Face_handle face, float value)
{
CGAL_precondition( m_mesh.is_valid());
//calculate face normal vector direction
Halfedge_handle halfEdge1 = face->halfedge();
Halfedge_handle halfEdge2 = halfEdge1->next();
Halfedge_handle halfEdge3 = halfEdge2->next();
Halfedge_handle halfEdge4 = halfEdge3->next();
//vectors from v1 to v2 and from v2 to v3 -> vectors lying on the face
Vector3 v1(halfEdge1->vertex()->point(), halfEdge2->vertex()->point());
Vector3 v2(halfEdge2->vertex()->point(), halfEdge3->vertex()->point());
Vector3 normal_vector = cross_product(v1, v2);
//HINT: This can be cpu time consuming -> can we remove the sqrt() ?
normal_vector = (normal_vector / sqrt(normal_vector.squared_length())) * value;
std::cout << "Normal Vector: " << normal_vector << std::endl;
Point point1 = halfEdge1->vertex()->point() + normal_vector;
Point point2 = halfEdge2->vertex()->point() + normal_vector;
Point point3 = halfEdge3->vertex()->point() + normal_vector;
Point point4 = halfEdge4->vertex()->point() + normal_vector;
std::cout << "Point1: " << point1 << std::endl;
std::cout << "Point2: " << point2 << std::endl;
std::cout << "Point3: " << point3 << std::endl;
std::cout << "Point4: " << point4 << std::endl;
//test space -> try to use a Polyhedron_incremnt_builder_3
//http://doc.cgal.org/latest/Polyhedron/classCGAL_1_1Polyhedron__incremental__builder__3.html
//I want to do the extrude code here but what would be the best way?
CGAL_postcondition( m_mesh.is_valid());
}
如果有人能指出我正确的方法或给我一个想法,那将是非常棒的。
Thx和bye 达里安
答案 0 :(得分:1)
我差点忘了回答我的问题。
我通过生成一个新的多维数据集解决了这个问题。 将顶点移动到正确的位置,并使用cgal方法join_loop()将新立方体连接到当前网格。
代码:
Face_handle TreeGenerator::extrude(Face_handle face, float value)
{
CGAL_precondition( m_mesh.is_valid());
//calculate face normal vector direction
Halfedge_handle halfEdge1 = face->halfedge();
Halfedge_handle halfEdge2 = halfEdge1->next();
Halfedge_handle halfEdge3 = halfEdge2->next();
Halfedge_handle halfEdge4 = halfEdge3->next();
Vector3 normal_vector = getNormalVector(face, value);
std::cout << "Normal Vector: " << normal_vector << std::endl;
Point point1 = halfEdge1->vertex()->point() + normal_vector;
Point point2 = halfEdge2->vertex()->point() + normal_vector;
Point point3 = halfEdge3->vertex()->point() + normal_vector;
Point point4 = halfEdge4->vertex()->point() + normal_vector;
Face_handle newCubeFace = make_cube_3(m_mesh, 1.0f);
Face_handle newOppositeFace = newCubeFace->halfedge()->opposite()->next()->next()->opposite()->face();
//edges to the top points
Halfedge_handle newHalfEdge1 = newCubeFace->halfedge();
Halfedge_handle newHalfEdge2 = newHalfEdge1->next();
Halfedge_handle newHalfEdge3 = newHalfEdge2->next();
Halfedge_handle newHalfEdge4 = newHalfEdge3->next();
//edges to the bottom points
Halfedge_handle newHalfEdgeBottom1 = newHalfEdge2->opposite()->next();
Halfedge_handle newHalfEdgeBottom2 = newHalfEdge3->opposite()->next();
Halfedge_handle newHalfEdgeBottom3 = newHalfEdge4->opposite()->next();
Halfedge_handle newHalfEdgeBottom4 = newHalfEdge1->opposite()->next();
//set new positions
newHalfEdge1->vertex()->point() = point1;
newHalfEdge2->vertex()->point() = point2;
newHalfEdge3->vertex()->point() = point3;
newHalfEdge4->vertex()->point() = point4;
newHalfEdgeBottom1->vertex()->point() = halfEdge1->vertex()->point();
newHalfEdgeBottom2->vertex()->point() = halfEdge2->vertex()->point();
newHalfEdgeBottom3->vertex()->point() = halfEdge3->vertex()->point();
newHalfEdgeBottom4->vertex()->point() = halfEdge4->vertex()->point();
m_mesh.join_loop(halfEdge1, newOppositeFace->halfedge());
CGAL_postcondition( m_mesh.is_valid());
return newCubeFace;
}
也许对某人有帮助。
Thx和bye 达里安