用C语言编程,带中文注释,程序中用来表示三维物体的数据必须存放在磁盘文件中(示例文件见Bunny.off),三维物体由多个三角形组成,文件中包含了三角形各个顶点的坐标位置以及构成三角形的点的信息。可以考虑定义一个三角形类,对类中元素进行操作。 根据文件中给定的数据设定一个高效的查找我们选取的任意点的所有一次邻接点和二次邻接点。 计算测地距离。 对图结构给出深度和宽度遍历序列。
时间: 2023-12-10 19:37:19 浏览: 141
以下是使用C语言编写的程序,用于读取三维物体数据文件,并实现对三角形的操作,包括计算一次邻接点和二次邻接点、计算测地距离、深度遍历和宽度遍历。
```c
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#define MAX_VERTICES 100000
#define MAX_TRIANGLES 100000
typedef struct {
double x, y, z;
} Point3D;
typedef struct {
Point3D vertices[3];
int vertexIndex[3];
} Triangle;
typedef struct {
Point3D vertices[MAX_VERTICES];
Triangle triangles[MAX_TRIANGLES];
int numVertices, numTriangles;
} Mesh;
Mesh mesh;
int readMeshFile(char* filename) {
FILE* fp = fopen(filename, "r");
if (fp == NULL) {
printf("Error: cannot open file %s\n", filename);
return 0;
}
char buffer[1024];
int numVertices, numTriangles;
fgets(buffer, 1024, fp);
if (buffer[0] != 'O' || buffer[1] != 'F' || buffer[2] != 'F') {
printf("Error: invalid file format\n");
return 0;
}
fgets(buffer, 1024, fp);
sscanf(buffer, "%d %d", &numVertices, &numTriangles);
mesh.numVertices = numVertices;
mesh.numTriangles = numTriangles;
for (int i = 0; i < numVertices; i++) {
fgets(buffer, 1024, fp);
sscanf(buffer, "%lf %lf %lf", &mesh.vertices[i].x, &mesh.vertices[i].y, &mesh.vertices[i].z);
}
for (int i = 0; i < numTriangles; i++) {
int numVerticesPerTriangle;
fgets(buffer, 1024, fp);
sscanf(buffer, "%d %d %d %d", &numVerticesPerTriangle, &mesh.triangles[i].vertexIndex[0],
&mesh.triangles[i].vertexIndex[1], &mesh.triangles[i].vertexIndex[2]);
if (numVerticesPerTriangle != 3) {
printf("Error: invalid file format\n");
return 0;
}
mesh.triangles[i].vertices[0] = mesh.vertices[mesh.triangles[i].vertexIndex[0]];
mesh.triangles[i].vertices[1] = mesh.vertices[mesh.triangles[i].vertexIndex[1]];
mesh.triangles[i].vertices[2] = mesh.vertices[mesh.triangles[i].vertexIndex[2]];
}
fclose(fp);
return 1;
}
int isAdjacent(Triangle t1, Triangle t2) {
int count = 0;
for (int i = 0; i < 3; i++) {
for (int j = 0; j < 3; j++) {
if (t1.vertexIndex[i] == t2.vertexIndex[j]) {
count++;
}
}
}
return count == 2;
}
int isNeighbor(Triangle t1, Triangle t2) {
int count = 0;
for (int i = 0; i < 3; i++) {
for (int j = 0; j < 3; j++) {
if (t1.vertexIndex[i] == t2.vertexIndex[j]) {
count++;
}
}
}
return count == 1;
}
void getAdjacentTriangles(int vertexIndex, int* adjacentTriangles, int* numAdjacentTriangles) {
*numAdjacentTriangles = 0;
for (int i = 0; i < mesh.numTriangles; i++) {
if (mesh.triangles[i].vertexIndex[0] == vertexIndex ||
mesh.triangles[i].vertexIndex[1] == vertexIndex ||
mesh.triangles[i].vertexIndex[2] == vertexIndex) {
adjacentTriangles[(*numAdjacentTriangles)++] = i;
}
}
}
void getNeighbors(int triangleIndex, int* neighbors, int* numNeighbors) {
*numNeighbors = 0;
for (int i = 0; i < mesh.numTriangles; i++) {
if (i != triangleIndex && isNeighbor(mesh.triangles[i], mesh.triangles[triangleIndex])) {
neighbors[(*numNeighbors)++] = i;
}
}
}
void getAdjacentVertices(int vertexIndex, int* adjacentVertices, int* numAdjacentVertices) {
int adjacentTriangles[MAX_TRIANGLES];
int numAdjacentTriangles;
getAdjacentTriangles(vertexIndex, adjacentTriangles, &numAdjacentTriangles);
*numAdjacentVertices = 0;
for (int i = 0; i < numAdjacentTriangles; i++) {
Triangle t = mesh.triangles[adjacentTriangles[i]];
for (int j = 0; j < 3; j++) {
int index = t.vertexIndex[j];
if (index != vertexIndex) {
int found = 0;
for (int k = 0; k < *numAdjacentVertices; k++) {
if (adjacentVertices[k] == index) {
found = 1;
break;
}
}
if (!found) {
adjacentVertices[(*numAdjacentVertices)++] = index;
}
}
}
}
}
void getSecondAdjacentVertices(int vertexIndex, int* secondAdjacentVertices, int* numSecondAdjacentVertices) {
int adjacentVertices[MAX_VERTICES];
int numAdjacentVertices;
getAdjacentVertices(vertexIndex, adjacentVertices, &numAdjacentVertices);
*numSecondAdjacentVertices = 0;
for (int i = 0; i < numAdjacentVertices; i++) {
int adjVertexIndex = adjacentVertices[i];
int adjAdjacentVertices[MAX_VERTICES];
int numAdjAdjacentVertices;
getAdjacentVertices(adjVertexIndex, adjAdjacentVertices, &numAdjAdjacentVertices);
for (int j = 0; j < numAdjAdjacentVertices; j++) {
int index = adjAdjacentVertices[j];
if (index != vertexIndex && index != adjVertexIndex) {
int found = 0;
for (int k = 0; k < *numSecondAdjacentVertices; k++) {
if (secondAdjacentVertices[k] == index) {
found = 1;
break;
}
}
if (!found) {
secondAdjacentVertices[(*numSecondAdjacentVertices)++] = index;
}
}
}
}
}
double getDistance(Point3D p1, Point3D p2) {
double dx = p1.x - p2.x;
double dy = p1.y - p2.y;
double dz = p1.z - p2.z;
return sqrt(dx*dx + dy*dy + dz*dz);
}
double getGeodesicDistance(int vertexIndex1, int vertexIndex2) {
int adjacentVertices1[MAX_VERTICES], adjacentVertices2[MAX_VERTICES];
int numAdjacentVertices1, numAdjacentVertices2;
getAdjacentVertices(vertexIndex1, adjacentVertices1, &numAdjacentVertices1);
getAdjacentVertices(vertexIndex2, adjacentVertices2, &numAdjacentVertices2);
double minDistance = -1;
for (int i = 0; i < numAdjacentVertices1; i++) {
for (int j = 0; j < numAdjacentVertices2; j++) {
double distance = getDistance(mesh.vertices[adjacentVertices1[i]], mesh.vertices[adjacentVertices2[j]]);
if (minDistance < 0 || distance < minDistance) {
minDistance = distance;
}
}
}
return minDistance;
}
void depthFirstSearch(int triangleIndex, int* visited) {
visited[triangleIndex] = 1;
printf("%d ", triangleIndex);
int neighbors[MAX_TRIANGLES];
int numNeighbors;
getNeighbors(triangleIndex, neighbors, &numNeighbors);
for (int i = 0; i < numNeighbors; i++) {
int neighborIndex = neighbors[i];
if (!visited[neighborIndex]) {
depthFirstSearch(neighborIndex, visited);
}
}
}
void breadthFirstSearch(int triangleIndex, int* visited) {
int queue[MAX_TRIANGLES];
int front = 0, rear = 0;
visited[triangleIndex] = 1;
queue[rear++] = triangleIndex;
printf("%d ", triangleIndex);
while (front < rear) {
int index = queue[front++];
int neighbors[MAX_TRIANGLES];
int numNeighbors;
getNeighbors(index, neighbors, &numNeighbors);
for (int i = 0; i < numNeighbors; i++) {
int neighborIndex = neighbors[i];
if (!visited[neighborIndex]) {
visited[neighborIndex] = 1;
queue[rear++] = neighborIndex;
printf("%d ", neighborIndex);
}
}
}
}
int main() {
char filename[] = "Bunny.off";
if (readMeshFile(filename)) {
int vertexIndex = 0;
int adjacentVertices[MAX_VERTICES];
int numAdjacentVertices;
getAdjacentVertices(vertexIndex, adjacentVertices, &numAdjacentVertices);
printf("Adjacent vertices of vertex %d:\n", vertexIndex);
for (int i = 0; i < numAdjacentVertices; i++) {
printf("%d ", adjacentVertices[i]);
}
printf("\n");
int secondAdjacentVertices[MAX_VERTICES];
int numSecondAdjacentVertices;
getSecondAdjacentVertices(vertexIndex, secondAdjacentVertices, &numSecondAdjacentVertices);
printf("Second adjacent vertices of vertex %d:\n", vertexIndex);
for (int i = 0; i < numSecondAdjacentVertices; i++) {
printf("%d ", secondAdjacentVertices[i]);
}
printf("\n");
int triangleIndex1 = 0;
int triangleIndex2 = 1;
double geodesicDistance = getGeodesicDistance(mesh.triangles[triangleIndex1].vertexIndex[0],
mesh.triangles[triangleIndex2].vertexIndex[0]);
printf("Geodesic distance between triangles %d and %d: %lf\n", triangleIndex1, triangleIndex2, geodesicDistance);
int visited[MAX_TRIANGLES] = {0};
printf("Depth-first search sequence: ");
depthFirstSearch(0, visited);
printf("\n");
for (int i = 0; i < mesh.numTriangles; i++) {
visited[i] = 0;
}
printf("Breadth-first search sequence: ");
breadthFirstSearch(0, visited);
printf("\n");
}
return 0;
}
```
程序的主要思路如下:
1. 定义 `Point3D` 结构体表示三维坐标点,定义 `Triangle` 结构体表示三角形,定义 `Mesh` 结构体表示三维物体,其中包含顶点数组和三角形数组。
2. 定义 `readMeshFile` 函数读取文件,将文件中的数据存入 `Mesh` 结构体中。
3. 定义 `isAdjacent` 函数判断两个三角形是否为一次邻接关系,定义 `isNeighbor` 函数判断两个三角形是否为二次邻接关系。
4. 定义 `getAdjacentTriangles` 函数获取与指定顶点相邻的三角形数组,定义 `getNeighbors` 函数获取与指定三角形相邻的三角形数组,定义 `getAdjacentVertices` 函数获取与指定顶点相邻的顶点数组,定义 `getSecondAdjacentVertices` 函数获取与指定顶点二次相邻的顶点数组。
5. 定义 `getDistance` 函数计算两个点之间的欧几里得距离,定义 `getGeodesicDistance` 函数计算两个顶点之间的测地距离。
6. 定义 `depthFirstSearch` 函数和 `breadthFirstSearch` 函数实现深度优先遍历和广度优先遍历。
程序使用示例文件 Bunny.off 进行测试,输出一次邻接点、二次邻接点、测地距离、深度遍历序列和宽度遍历序列。
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