问题
I'm new to VCG and facing some problem with creating a VertexPointer of size 400K+ Vertex. The actual question was asked here in the solution's comment.
I tried to make an array of VertexPointer
MyMesh::VertexPointer vi[400000];
The program crashes with no error in the above line of code.
This is MyMesh Declaration
class MyFace;
class MyVertex;
struct MyUsedTypes : public vcg::UsedTypes< vcg::Use<MyVertex>::AsVertexType,
vcg::Use<MyFace>::AsFaceType>{};
class MyVertex : public vcg::Vertex< MyUsedTypes, vcg::vertex::Coord3f, vcg::vertex::Normal3f, vcg::vertex::VFAdj, vcg::vertex::BitFlags, vcg::vertex::Mark>{};
class MyFace : public vcg::Face < MyUsedTypes, vcg::face::VertexRef, vcg::face::Normal3f, vcg::face::FFAdj, vcg::face::Mark, vcg::face::VFAdj, vcg::face::BitFlags > {};
class MyMesh : public vcg::tri::TriMesh< std::vector<MyVertex>, std::vector<MyFace> > {};
I wanted to ask if there is any way I can insert Vertex and Normals in the mesh of MyMesh type. Please help. Thank you.
回答1:
This should get you started. You basically need to use the allocators. A good way to find how VCG works is by looking at the examples and load/save functions that vcg has for difference file formats.
void MeshConversion::convertPclToVcg (const PclMesh& meshIn, VcgMesh& meshOut)
{
// VCG mesh clearing
meshOut.Clear();
// Create temporary cloud in to have handy struct object
pcl::PointCloud<pcl::PointXYZRGBA>::Ptr cloud1 (new pcl::PointCloud<pcl::PointXYZRGBA> ());
pcl::fromPCLPointCloud2(meshIn.cloud,*cloud1);
// Now convert the vertices to VCG VcgMesh
int vertCount = cloud1->width*cloud1->height;
vcg::tri::Allocator<VcgMesh>::AddVertices(meshOut, vertCount);
for(int i=0;i<vertCount;++i)
{
meshOut.vert[i].P()=vcg::Point3f(cloud1->points[i].x,cloud1->points[i].y,cloud1->points[i].z);
meshOut.vert[i].C()=vcg::Color4b(cloud1->points[i].r,cloud1->points[i].g,cloud1->points[i].b,cloud1->points[i].a);
}
// Now convert the polygon indices to VCG VcgMesh => make VCG faces..
int triCount = meshIn.polygons.size();
if(triCount==1)
{
if(meshIn.polygons[0].vertices[0]==0 && meshIn.polygons[0].vertices[1]==0 && meshIn.polygons[0].vertices[2]==0)
triCount=0;
}
vcg::tri::Allocator<VcgMesh>::AddFaces(meshOut, triCount);
for(int i=0;i<triCount;++i)
{
meshOut.face[i].V(0)=&meshOut.vert[meshIn.polygons[i].vertices[0]];
meshOut.face[i].V(1)=&meshOut.vert[meshIn.polygons[i].vertices[1]];
meshOut.face[i].V(2)=&meshOut.vert[meshIn.polygons[i].vertices[2]];
}
vcg::tri::UpdateBounding<VcgMesh>::Box(meshOut);
vcg::tri::UpdateNormal<VcgMesh>::PerFace(meshOut);
vcg::tri::UpdateNormal<VcgMesh>::PerVertexNormalizedPerFace(meshOut);
}
来源:https://stackoverflow.com/questions/41628620/program-crashes-while-creating-vertexpointer-of-more-then-400k-vertex-in-vcg