triangulate -> polygon_mesh_to_triangle_mesh

This commit is contained in:
Daniele Panozzo
2014-06-24 20:21:11 +02:00
parent fbd5fb382f
commit 5ecb9f9966
15 changed files with 100 additions and 100 deletions
+14 -14
View File
@@ -6,7 +6,7 @@
#include <igl/writeOFF.h>
#include <igl/readWRL.h>
#include <igl/report_gl_error.h>
#include <igl/triangulate.h>
#include <igl/polygon_mesh_to_triangle_mesh.h>
#include <igl/readOFF.h>
#include <igl/readMESH.h>
#include <igl/draw_mesh.h>
@@ -89,9 +89,9 @@ bool initialize_shadows(
glGenTextures(1, &shadowMapTexture);
glBindTexture(GL_TEXTURE_2D, shadowMapTexture);
glTexImage2D(
GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT,
GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT,
factor*windowWidth,
factor*windowHeight,
factor*windowHeight,
0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
@@ -103,16 +103,16 @@ bool initialize_shadows(
glGenFramebuffersEXT(1, &fbo);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);
glFramebufferTexture2DEXT(
GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D,
GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D,
shadowMapTexture,0);
// Attach color render buffer
glGenRenderbuffersEXT(1,&cfbo);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT,cfbo);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA8,
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA8,
factor*windowWidth, factor*windowHeight);
//-------------------------
//Attach color buffer to FBO
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
GL_RENDERBUFFER_EXT, cfbo);
//-------------------------
//Does the GPU support current FBO configuration?
@@ -140,7 +140,7 @@ struct Mesh
Eigen::MatrixXi F;
Eigen::Affine3d a,da;
Mesh():V(),N(),F(),a(Eigen::Affine3d::Identity()),da(Eigen::Affine3d::Identity())
{
{
using namespace Eigen;
Quaterniond r(Eigen::Vector4d::Random());
Quaterniond i(1,0,0,0);
@@ -368,7 +368,7 @@ void draw_objects()
draw_mesh(mesh.V,mesh.F,mesh.N);
glPopMatrix();
}
// Draw a nice floor
glPushMatrix();
{
@@ -451,7 +451,7 @@ void display()
is_animating = false;
}
Quaterniond q;
q.coeffs() =
q.coeffs() =
animation_to_quat.coeffs()*t + animation_from_quat.coeffs()*(1.-t);
q.normalize();
copy(q.coeffs().data(),q.coeffs().data()+4,s.camera.rotation);
@@ -496,7 +496,7 @@ void mouse_wheel(int wheel, int direction, int mouse_x, int mouse_y)
const double a_diff = 1.0;
s.camera.angle += double(direction)*a_diff;
const double min_angle = 15.0;
s.camera.angle =
s.camera.angle =
min(90.0,max(min_angle,s.camera.angle));
}
}
@@ -596,7 +596,7 @@ void mouse_drag(int mouse_x, int mouse_y)
Vector3d axis(0,1,0);
const double speed = 2.0;
Quaterniond q;
q = down_q *
q = down_q *
Quaterniond(
AngleAxisd(
M_PI*((double)(mouse_x-down_x))/(double)width*speed/2.0,
@@ -607,7 +607,7 @@ void mouse_drag(int mouse_x, int mouse_y)
const double speed = 2.0;
if(axis.norm() != 0)
{
q =
q =
Quaterniond(
AngleAxisd(
M_PI*(mouse_y-down_y)/(double)width*speed/2.0,
@@ -708,7 +708,7 @@ void TW_CALL set_rotation_type(const void * value, void * clientData)
using namespace igl;
const RotationType old_rotation_type = rotation_type;
rotation_type = *(const RotationType *)(value);
if(rotation_type == ROTATION_TYPE_TWO_AXIS_VALUATOR_FIXED_UP &&
if(rotation_type == ROTATION_TYPE_TWO_AXIS_VALUATOR_FIXED_UP &&
old_rotation_type != ROTATION_TYPE_TWO_AXIS_VALUATOR_FIXED_UP)
{
push_undo();
@@ -808,7 +808,7 @@ int main(int argc, char * argv[])
{
return 1;
}
triangulate(vF,mesh.F);
polygon_mesh_to_triangle_mesh(vF,mesh.F);
}
init_mesh(mesh);
}