请用c++实现平面分割三维mesh模型的代码
时间: 2024-03-23 15:36:03 浏览: 18
为了实现平面分割三维mesh模型的代码,我们需要用到以下步骤:
1. 加载三维模型数据(例如,使用Assimp库)。
2. 对三维模型进行平面分割,这可以使用任何分割算法,例如,使用平面方程或法向量来定义平面,并将模型分割为两个部分,然后递归进行分割直到满足特定条件。
3. 对每个分割后的部分进行三角形网格重构,以便在切割平面的两侧分别创建新的三角形网格。
4. 最后,输出分割后的三维模型数据。
下面是C++实现平面分割三维mesh模型的代码:
```c++
#include <iostream>
#include <vector>
#include <glm/glm.hpp>
#include <assimp/Importer.hpp>
#include <assimp/postprocess.h>
#include <assimp/scene.h>
using namespace std;
using namespace glm;
struct Triangle {
vec3 p1, p2, p3;
};
struct Mesh {
vector<Triangle> triangles;
};
struct Plane {
vec3 normal;
float distance;
};
vector<Mesh> splitMeshByPlane(const Mesh& mesh, const Plane& plane) {
vector<Mesh> result;
Mesh mesh1, mesh2;
for (const auto& triangle : mesh.triangles) {
bool isOnPositiveSide = dot(plane.normal, triangle.p1 - plane.normal * plane.distance) > 0;
bool isOnNegativeSide = dot(plane.normal, triangle.p1 - plane.normal * plane.distance) < 0;
if (isOnPositiveSide) {
mesh1.triangles.push_back(triangle);
} else if (isOnNegativeSide) {
mesh2.triangles.push_back(triangle);
} else {
// Triangle is on the plane
mesh1.triangles.push_back(triangle);
mesh2.triangles.push_back(triangle);
}
isOnPositiveSide = dot(plane.normal, triangle.p2 - plane.normal * plane.distance) > 0;
isOnNegativeSide = dot(plane.normal, triangle.p2 - plane.normal * plane.distance) < 0;
if (isOnPositiveSide) {
mesh1.triangles.push_back(triangle);
} else if (isOnNegativeSide) {
mesh2.triangles.push_back(triangle);
} else {
// Triangle is on the plane
mesh1.triangles.push_back(triangle);
mesh2.triangles.push_back(triangle);
}
isOnPositiveSide = dot(plane.normal, triangle.p3 - plane.normal * plane.distance) > 0;
isOnNegativeSide = dot(plane.normal, triangle.p3 - plane.normal * plane.distance) < 0;
if (isOnPositiveSide) {
mesh1.triangles.push_back(triangle);
} else if (isOnNegativeSide) {
mesh2.triangles.push_back(triangle);
} else {
// Triangle is on the plane
mesh1.triangles.push_back(triangle);
mesh2.triangles.push_back(triangle);
}
}
if (!mesh1.triangles.empty()) {
result.push_back(mesh1);
}
if (!mesh2.triangles.empty()) {
result.push_back(mesh2);
}
return result;
}
int main() {
Assimp::Importer importer;
const aiScene* scene = importer.ReadFile("model.obj", aiProcess_Triangulate | aiProcess_JoinIdenticalVertices);
if (!scene) {
cout << "Failed to load model!" << endl;
return 1;
}
Mesh mesh;
for (unsigned int i = 0; i < scene->mNumMeshes; i++) {
const aiMesh* aiMesh = scene->mMeshes[i];
for (unsigned int j = 0; j < aiMesh->mNumFaces; j++) {
const aiFace& face = aiMesh->mFaces[j];
Triangle triangle;
triangle.p1 = vec3(aiMesh->mVertices[face.mIndices[0]].x, aiMesh->mVertices[face.mIndices[0]].y,
aiMesh->mVertices[face.mIndices[0]].z);
triangle.p2 = vec3(aiMesh->mVertices[face.mIndices[1]].x, aiMesh->mVertices[face.mIndices[1]].y,
aiMesh->mVertices[face.mIndices[1]].z);
triangle.p3 = vec3(aiMesh->mVertices[face.mIndices[2]].x, aiMesh->mVertices[face.mIndices[2]].y,
aiMesh->mVertices[face.mIndices[2]].z);
mesh.triangles.push_back(triangle);
}
}
// Split mesh using plane
Plane plane;
plane.normal = vec3(0, 1, 0);
plane.distance = 0;
vector<Mesh> splitMeshes = splitMeshByPlane(mesh, plane);
// Output split meshes
for (unsigned int i = 0; i < splitMeshes.size(); i++) {
cout << "Mesh " << i << endl;
cout << "Triangles:" << endl;
Mesh& splitMesh = splitMeshes[i];
for (unsigned int j = 0; j < splitMesh.triangles.size(); j++) {
cout << "Triangle " << j << endl;
cout << "P1: " << splitMesh.triangles[j].p1.x << ", " << splitMesh.triangles[j].p1.y << ", "
<< splitMesh.triangles[j].p1.z << endl;
cout << "P2: " << splitMesh.triangles[j].p2.x << ", " << splitMesh.triangles[j].p2.y << ", "
<< splitMesh.triangles[j].p2.z << endl;
cout << "P3: " << splitMesh.triangles[j].p3.x << ", " << splitMesh.triangles[j].p3.y << ", "
<< splitMesh.triangles[j].p3.z << endl;
}
cout << endl;
}
return 0;
}
```
这个代码使用Assimp库加载了一个三维模型,并使用平面方程来分割模型。分割后,它输出了每个分割部分的所有三角形。这个代码只是一个简单的示例,可以根据需要进行更改和扩展。