image_framework_ymj/include/open3d/geometry/MeshBase.h
2024-12-06 16:25:16 +08:00

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// ----------------------------------------------------------------------------
// - Open3D: www.open3d.org -
// ----------------------------------------------------------------------------
// Copyright (c) 2018-2023 www.open3d.org
// SPDX-License-Identifier: MIT
// ----------------------------------------------------------------------------
#pragma once
#include <Eigen/Core>
#include <memory>
#include <tuple>
#include <unordered_map>
#include <unordered_set>
#include <vector>
#include "open3d/geometry/Geometry3D.h"
#include "open3d/utility/Helper.h"
namespace open3d {
namespace geometry {
class PointCloud;
class TriangleMesh;
/// \class MeshBase
///
/// \brief MeshBash Class.
///
/// Triangle mesh contains vertices. Optionally, the mesh may also contain
/// vertex normals and vertex colors.
class MeshBase : public Geometry3D {
public:
/// \brief Indicates the method that is used for mesh simplification if
/// multiple vertices are combined to a single one.
///
/// \param Average indicates that the average position is computed as
/// output.
/// \param Quadric indicates that the distance to the adjacent triangle
/// planes is minimized. Cf. "Simplifying Surfaces with Color and Texture
/// using Quadric Error Metrics" by Garland and Heckbert.
enum class SimplificationContraction { Average, Quadric };
/// \brief Indicates the scope of filter operations.
///
/// \param All indicates that all properties (color, normal,
/// vertex position) are filtered.
/// \param Color indicates that only the colors are filtered.
/// \param Normal indicates that only the normals are filtered.
/// \param Vertex indicates that only the vertex positions are filtered.
enum class FilterScope { All, Color, Normal, Vertex };
/// Energy model that is minimized in the DeformAsRigidAsPossible method.
/// \param Spokes is the original energy as formulated in
/// Sorkine and Alexa, "As-Rigid-As-Possible Surface Modeling", 2007.
/// \param Smoothed adds a rotation smoothing term to the rotations.
enum class DeformAsRigidAsPossibleEnergy { Spokes, Smoothed };
/// \brief Default Constructor.
MeshBase() : Geometry3D(Geometry::GeometryType::MeshBase) {}
~MeshBase() override {}
public:
virtual MeshBase &Clear() override;
virtual bool IsEmpty() const override;
virtual Eigen::Vector3d GetMinBound() const override;
virtual Eigen::Vector3d GetMaxBound() const override;
virtual Eigen::Vector3d GetCenter() const override;
/// Creates the axis-aligned bounding box around the vertices of the object.
/// Further details in AxisAlignedBoundingBox::CreateFromPoints()
virtual AxisAlignedBoundingBox GetAxisAlignedBoundingBox() const override;
/// Creates an oriented bounding box around the vertices of the object.
/// Further details in OrientedBoundingBox::CreateFromPoints()
/// \param robust If set to true uses a more robust method which works
/// in degenerate cases but introduces noise to the points
/// coordinates.
virtual OrientedBoundingBox GetOrientedBoundingBox(
bool robust = false) const override;
/// Creates the minimal oriented bounding box around the vertices of the
/// object. Further details in
/// OrientedBoundingBox::CreateFromPointsMinimal()
/// \param robust If set to true uses a more robust method which works
/// in degenerate cases but introduces noise to the points
/// coordinates.
virtual OrientedBoundingBox GetMinimalOrientedBoundingBox(
bool robust = false) const override;
virtual MeshBase &Transform(const Eigen::Matrix4d &transformation) override;
virtual MeshBase &Translate(const Eigen::Vector3d &translation,
bool relative = true) override;
virtual MeshBase &Scale(const double scale,
const Eigen::Vector3d &center) override;
virtual MeshBase &Rotate(const Eigen::Matrix3d &R,
const Eigen::Vector3d &center) override;
MeshBase &operator+=(const MeshBase &mesh);
MeshBase operator+(const MeshBase &mesh) const;
/// Returns `True` if the mesh contains vertices.
bool HasVertices() const { return vertices_.size() > 0; }
/// Returns `True` if the mesh contains vertex normals.
bool HasVertexNormals() const {
return vertices_.size() > 0 &&
vertex_normals_.size() == vertices_.size();
}
/// Returns `True` if the mesh contains vertex colors.
bool HasVertexColors() const {
return vertices_.size() > 0 &&
vertex_colors_.size() == vertices_.size();
}
/// Normalize vertex normals to length 1.
MeshBase &NormalizeNormals() {
for (size_t i = 0; i < vertex_normals_.size(); i++) {
vertex_normals_[i].normalize();
if (std::isnan(vertex_normals_[i](0))) {
vertex_normals_[i] = Eigen::Vector3d(0.0, 0.0, 1.0);
}
}
return *this;
}
/// \brief Assigns each vertex in the TriangleMesh the same color
///
/// \param color RGB colors of vertices.
MeshBase &PaintUniformColor(const Eigen::Vector3d &color) {
ResizeAndPaintUniformColor(vertex_colors_, vertices_.size(), color);
return *this;
}
/// Function that computes the convex hull of the triangle mesh using qhull
std::tuple<std::shared_ptr<TriangleMesh>, std::vector<size_t>>
ComputeConvexHull() const;
protected:
// Forward child class type to avoid indirect nonvirtual base
MeshBase(Geometry::GeometryType type) : Geometry3D(type) {}
MeshBase(Geometry::GeometryType type,
const std::vector<Eigen::Vector3d> &vertices)
: Geometry3D(type), vertices_(vertices) {}
public:
/// Vertex coordinates.
std::vector<Eigen::Vector3d> vertices_;
/// Vertex normals.
std::vector<Eigen::Vector3d> vertex_normals_;
/// RGB colors of vertices.
std::vector<Eigen::Vector3d> vertex_colors_;
};
} // namespace geometry
} // namespace open3d