I\'ve been trying to realize a mesh that has all face normals pointing outward. In order to realize this, I load a mesh from a *.ctm file, then walk over all triangles to de
I finally solved the problem. So I'm still using VCG library. From the above new code I slightly updated the following section:
vcg::tri::Clean<MyMesh>::OrientCoherentlyMesh(m, oriented,orientable);
//vcg::tri::Clean<MyMesh>::FlipNormalOutside(m);
//vcg::tri::Clean<MyMesh>::FlipMesh(m);
//vcg::tri::UpdateTopology<MyMesh>::FaceFace(m);
//vcg::tri::UpdateTopology<MyMesh>::TestFaceFace(m);
vcg::tri::UpdateNormal<MyMesh>::PerVertexNormalizedPerFace(m);
vcg::tri::UpdateNormal<MyMesh>::PerVertexFromCurrentFaceNormal(m);
Now I've updated the vcg::tri::Clean<MyMesh>::OrientCoherentlyMesh()
function in clean.h
. Here the update is to orient the first polygon of a group correctly. Also after swapping the edge the normal of the face is calculated and updated.
static void OrientCoherentlyMesh(MeshType &m, bool &Oriented, bool &Orientable)
{
RequireFFAdjacency(m);
assert(&Oriented != &Orientable);
assert(m.face.back().FFp(0)); // This algorithms require FF topology initialized
Orientable = true;
Oriented = true;
tri::UpdateSelection<MeshType>::FaceClear(m);
std::stack<FacePointer> faces;
for (FaceIterator fi = m.face.begin(); fi != m.face.end(); ++fi)
{
if (!fi->IsD() && !fi->IsS())
{
// each face put in the stack is selected (and oriented)
fi->SetS();
// New section of code to orient the initial face correctly
if(fi->N()[2]>0.0)
{
face::SwapEdge<FaceType,true>(*fi, 0);
face::ComputeNormal(*fi);
}
// End of new code section.
faces.push(&(*fi));
// empty the stack
while (!faces.empty())
{
FacePointer fp = faces.top();
faces.pop();
// make consistently oriented the adjacent faces
for (int j = 0; j < 3; j++)
{
//get one of the adjacent face
FacePointer fpaux = fp->FFp(j);
int iaux = fp->FFi(j);
if (!fpaux->IsD() && fpaux != fp && face::IsManifold<FaceType>(*fp, j))
{
if (!CheckOrientation(*fpaux, iaux))
{
Oriented = false;
if (!fpaux->IsS())
{
face::SwapEdge<FaceType,true>(*fpaux, iaux);
// New line to update face normal
face::ComputeNormal(*fpaux);
// end of new section.
assert(CheckOrientation(*fpaux, iaux));
}
else
{
Orientable = false;
break;
}
}
// put the oriented face into the stack
if (!fpaux->IsS())
{
fpaux->SetS();
faces.push(fpaux);
}
}
}
}
}
if (!Orientable) break;
}
}
Besides I also updated the function bool CheckOrientation(FaceType &f, int z)
to perform a calculation based on normal z-direction.
template <class FaceType>
bool CheckOrientation(FaceType &f, int z)
{
// Added next section to calculate the difference between normal z-directions
FaceType *original = f.FFp(z);
double nf2,ng2;
nf2=f.N()[2];
ng2=original->N()[2];
// End of additional section
if (IsBorder(f, z))
return true;
else
{
FaceType *g = f.FFp(z);
int gi = f.FFi(z);
// changed if statement from: if (f.V0(z) == g->V1(gi))
if (nf2/abs(nf2)==ng2/abs(ng2))
return true;
else
return false;
}
}
The result is as I expect and desire from the algorithm: