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QUESTION
I got one problem during compiling the Meshlab_mini (2020.12 version) with Vcglib (2020.12 version) with visual studio 2019 and qt 5.15.2.
The problem is below
Severity Code Description Project File Line Suppression State Error (active) E0135 class "vcg::tri::Append" has no member "MeshAppendConst" meshlab-common E:\meshlab-master\src\common\ml_document\cmesh.cpp 38
Error (active) E0135 class "vcg::tri::Append" has no member "MeshCopyConst" meshlab-common E:\LaSys\HumanFace\meshlab-master\src\common\ml_document\cmesh.cpp 59
Sure, there are no member functions named red above in the file of cmesh.cpp
.
Could you help out of here? Many thanks.
...ANSWER
Answered 2021-May-05 at 01:46[SOLVED] I got the sourcecode by the Code -> Download ZIP method, and then compiled the project with the error above. By the great help from Alessandro Muntonialessandro.muntoni@isti.cnr.it, i.e., the 'git clone --recursive github.com/cnr-isti-vclab/meshlab' method, then the compilation of the source code of the Meshlab and the Vcglib is perfectly solved. Many thanks to Alessandro Muntonialessandro.muntoni@isti.cnr.it.
QUESTION
In the Visualization and Computer Graphics Library (VCG for short), there's a concept as wedge
.
For example, vcg::face::WedgeTexCoord
and vcg::face::WedgeColor
. What does wedge
mean?
ANSWER
Answered 2020-May-12 at 08:42wedge means one of the corner portion of a triangle. You can imagine that attributes of a mesh (color, normal texture coords) can be stored there in a way that can allow to manage easily discontinuities and smooth variations. In this way a face store the colors for his three vertices independently.
I think the first widely use of this term is in this paper:
Hoppe, Hugues. "New quadric metric for simplifying meshes with appearance attributes." Proceedings Visualization'99 (Cat. No. 99CB37067). IEEE, 1999. (PDF)
QUESTION
I have a CGAL surface_mesh of triangles with some self-intersecting triangles which I'm trying to remove to create a continuous 2-manifold shell, ultimately for printing.
I've attempted to use remove_self_intersection() and autorefine_and_remove_self_intersections() from this answer. The first only removes a few self-intersections while the second completely removes my mesh.
So, I'm trying my own approach - I'm finding the self-intersections and then attempting to delete them. I've tried using the low level remove_face but the borders are not detectable afterwards so I'm unable to fill the resulting holes. This answer refers to using the higher level Euler remove_face but this method, and make_hole seem to discard my mesh entirely.
Here is an extract (I'm using break to see if I can get at least one triangle removed, and I'm just trying with the first of the pair):
...ANSWER
Answered 2018-Oct-10 at 23:21My approach to removing self-intersecting triangles is to aggressively delete the intersecting faces, along with nearby faces and fill the resulting holes. Thanks to @sloriot 's comment I realised that the Euler::remove_face function was failing due to duplicate faces in the set returned from both the self_intersections and expand_face_selection functions.
A quick way to remove duplicate faces from the vector result of those two functions is:
QUESTION
Meshlab uses vcglib
c++ library at its core. I was wondering if Meshlab can check if a point is inside a 3D mesh (polyhedron). I found an article which explains a possible way to determine an internal face. However, the proposed method colors vertices based on ambient occlusion, which is dependent on the camera view, and therefore is limited.
Is Meshlab able to use ray casting and get an information for determining if a point is an interior point or not?
...ANSWER
Answered 2018-Oct-16 at 15:49Ambient occlusion is not viewpoint dependent - it's a calculation of the visibility from all ambient lighting, which is in every direction.
Meshlab can do this via
QUESTION
I used vcglib to simplify 3D model file. I used the master_a8e87662 git repo. I run the sample trimesh_clustering to simplify a plf file format 3D model with this,
...ANSWER
Answered 2017-Oct-13 at 10:00For now I remove the color attribute of the vertex to make run, this will lost the color info of the mesh. This is just a workaround not the idal way.
Below is the process how can I get it.
remove the color attribute.
I use g++
and gdb
to debug the issue,
QUESTION
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
...ANSWER
Answered 2017-Jan-13 at 14:14This 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.
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