我想在3D空间中使用CGAL的Delaunay创建一个曲面网格,并以点为输入。
现在我已经从CGAL获得了3D Delaunay的工作版本,但现在我只希望从此结果中返回一个曲面。我发现了这个:
Surface_mesh_complex_2_in_triangulation_3<Delaunay>
据说我可以在上面提到的Surface Mesh构造函数中输入我的delaunay结果,但我不知道从那一点开始。
我也读过关于泊松表面重建的内容,但我希望我的输入点也在我的输出中;我只想要delaunay结果中的三角形。
的main.cpp
// test vector
std::vector<glm::vec3> l_Vec = { glm::vec3( -10,-10,-10 ), glm::vec3( -10,-10,10 ),glm::vec3( -10,10,-10 ),glm::vec3( -10,10,10 ),glm::vec3( 0,0,0 ), glm::vec3( 10,-10,-10 ), glm::vec3( 10,-10,10 ),glm::vec3( 10,10,-10 ),glm::vec3( 10,10,10 ) };
clsDelaunay3D l_Delaunay;
l_Delaunay.Triangulate( l_Vec );
SurfaceMesh sm( l_Delaunay.GetTriangulation( ) );
// what to do next?
clsDelaunay3D.h
#pragma once
#include "stdafx_CGAL.h"
#include "stdafx.h"
namespace GenerationLib
{
template<class GT, class Vb = CGAL::Triangulation_vertex_base_3<GT>>
class My_vertex_base : public Vb
{
public:
typedef typename Vb::Vertex_handle Vertex_handle;
typedef typename Vb::Point Point;
typedef typename Vb::Cell_handle Cell_handle;
template<class TDS2>
struct Rebind_TDS
{
typedef typename Vb::template Rebind_TDS<TDS2>::Other Vb2;
typedef My_vertex_base<GT, Vb2> Other;
};
My_vertex_base( )
{
}
My_vertex_base( const Point&p ) : Vb( p )
{
}
My_vertex_base( const Point&p, Cell_handle c ) : Vb( p, c )
{
}
Vertex_handle vh;
Cell_handle ch;
};
typedef CGAL::Exact_predicates_inexact_constructions_kernel K;
typedef CGAL::Triangulation_data_structure_3<My_vertex_base<K>> Tds;
typedef CGAL::Delaunay_triangulation_3<K, Tds> Delaunay;
typedef Delaunay::Vertex_handle Vertex_handle;
typedef Delaunay::Point Point;
typedef CGAL::Surface_mesh_complex_2_in_triangulation_3<Delaunay> SurfaceMesh;
class clsDelaunay3D
{
public:
clsDelaunay3D( );
~clsDelaunay3D( );
void Init( );
void AddPoint( glm::vec3 Position );
void Triangulate( std::vector<glm::vec3> Points );
Delaunay::All_vertices_iterator GetAllVerticesIteratorBegin( );
Delaunay::All_vertices_iterator GetAllVerticesIteratorEnd( );
Delaunay::Finite_vertices_iterator GetOuterVerticesIteratorBegin( );
Delaunay::Finite_vertices_iterator GetOuterVerticesIteratorEnd( );
Delaunay::All_edges_iterator GetAllEdgesIteratorBegin( );
Delaunay::All_edges_iterator GetAllEdgesIteratorEnd( );
Delaunay::Finite_edges_iterator GetOuterEdgesIteratorBegin( );
Delaunay::Finite_edges_iterator GetOuterEdgesIteratorEnd( );
Delaunay::All_facets_iterator GetAllFacetsIteratorBegin( );
Delaunay::All_facets_iterator GetAllFacetsIteratorEnd( );
Delaunay::Finite_facets_iterator GetOuterFacetsIteratorBegin( );
Delaunay::Finite_facets_iterator GetOuterFacetsIteratorEnd( );
Delaunay::All_cells_iterator GetAllCellsIteratorBegin( );
Delaunay::All_cells_iterator GetAllCellsIteratorEnd( );
Delaunay::Finite_cells_iterator GetOuterCellsIteratorBegin( );
Delaunay::Finite_cells_iterator GetOuterCellsIteratorEnd( );
Delaunay GetTriangulation( );
void Destroy( );
private:
Delaunay m_Triangulation;
};
}
clsDelaunay3D.cpp
#pragma once
#include "stdafx_CGAL.h"
#include "stdafx.h"
#include "clsDelaunay3D.h"
namespace GenerationLib
{
clsDelaunay3D::clsDelaunay3D( )
{
}
clsDelaunay3D::~clsDelaunay3D( )
{
}
void clsDelaunay3D::Init( )
{
}
void clsDelaunay3D::AddPoint( glm::vec3 a_Position )
{
Vertex_handle vertex = m_Triangulation.insert( Point( a_Position.x, a_Position.y, a_Position.z ) );
}
void clsDelaunay3D::Triangulate( std::vector<glm::vec3> a_Points )
{
std::vector<Point> l_DelPoints;
for (unsigned int i = 0; i < a_Points.size( ); ++i)
{
l_DelPoints.push_back( Point( a_Points[ i ].x, a_Points[ i ].y, a_Points[ i ].z ) );
}
m_Triangulation.insert( l_DelPoints.begin( ), l_DelPoints.end( ) );
}
Delaunay::All_vertices_iterator clsDelaunay3D::GetAllVerticesIteratorBegin( )
{
return m_Triangulation.all_vertices_begin( );
}
Delaunay::All_vertices_iterator clsDelaunay3D::GetAllVerticesIteratorEnd( )
{
return m_Triangulation.all_vertices_end( );
}
Delaunay::Finite_vertices_iterator clsDelaunay3D::GetOuterVerticesIteratorBegin( )
{
return m_Triangulation.finite_vertices_begin( );
}
Delaunay::Finite_vertices_iterator clsDelaunay3D::GetOuterVerticesIteratorEnd( )
{
return m_Triangulation.finite_vertices_end( );
}
Delaunay::All_edges_iterator clsDelaunay3D::GetAllEdgesIteratorBegin( )
{
return m_Triangulation.all_edges_begin( );
}
Delaunay::All_edges_iterator clsDelaunay3D::GetAllEdgesIteratorEnd( )
{
return m_Triangulation.all_edges_end( );
}
Delaunay::Finite_edges_iterator clsDelaunay3D::GetOuterEdgesIteratorBegin( )
{
return m_Triangulation.finite_edges_begin( );
}
Delaunay::Finite_edges_iterator clsDelaunay3D::GetOuterEdgesIteratorEnd( )
{
return m_Triangulation.finite_edges_end( );
}
Delaunay::All_facets_iterator clsDelaunay3D::GetAllFacetsIteratorBegin( )
{
return m_Triangulation.all_facets_begin( );
}
Delaunay::All_facets_iterator clsDelaunay3D::GetAllFacetsIteratorEnd( )
{
return m_Triangulation.all_facets_end( );
}
Delaunay::Finite_facets_iterator clsDelaunay3D::GetOuterFacetsIteratorBegin( )
{
return m_Triangulation.finite_facets_begin( );
}
Delaunay::Finite_facets_iterator clsDelaunay3D::GetOuterFacetsIteratorEnd( )
{
return m_Triangulation.finite_facets_end( );
}
Delaunay::All_cells_iterator clsDelaunay3D::GetAllCellsIteratorBegin( )
{
return m_Triangulation.all_cells_begin( );
}
Delaunay::All_cells_iterator clsDelaunay3D::GetAllCellsIteratorEnd( )
{
return m_Triangulation.all_cells_end( );
}
Delaunay::Finite_cells_iterator clsDelaunay3D::GetOuterCellsIteratorBegin( )
{
return m_Triangulation.finite_cells_begin( );
}
Delaunay::Finite_cells_iterator clsDelaunay3D::GetOuterCellsIteratorEnd( )
{
return m_Triangulation.finite_cells_end( );
}
Delaunay clsDelaunay3D::GetTriangulation( )
{
return m_Triangulation;
}
void clsDelaunay3D::Destroy( )
{
}
}
如果有人有更好的方法,请告诉我。