CGAL 4.7 - Advancing Front Surface Reconstruction: Advancing_front_surface_reconstruction/reconstruction_class.cpp

\( \newcommand{\E}{\mathrm{E}} \) \( \newcommand{\A}{\mathrm{A}} \) \( \newcommand{\R}{\mathrm{R}} \) \( \newcommand{\N}{\mathrm{N}} \) \( \newcommand{\Q}{\mathrm{Q}} \) \( \newcommand{\Z}{\mathrm{Z}} \) \( \def\ccSum #1#2#3{ \sum_{#1}^{#2}{#3} } \def\ccProd #1#2#3{ \sum_{#1}^{#2}{#3} }\)

CGAL 4.7 - Advancing Front Surface Reconstruction

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Advancing_front_surface_reconstruction/reconstruction_class.cpp
#include <iostream>
#include <fstream>
#include <algorithm>
#include <CGAL/Exact_predicates_inexact_constructions_kernel.h>
#include <CGAL/Advancing_front_surface_reconstruction.h>
typedef CGAL::Exact_predicates_inexact_constructions_kernel K;
typedef CGAL::Advancing_front_surface_reconstruction<> Reconstruction;
typedef Reconstruction::Triangulation_3 Triangulation_3;
typedef Reconstruction::Triangulation_data_structure_2 TDS_2;
typedef K::Point_3 Point_3;
typedef K::Vector_3 Vector_3;
int main(int argc, char* argv[])
{
std::ifstream in((argc>1)?argv[1]:"data/half.xyz");
std::istream_iterator<Point_3> begin(in);
std::istream_iterator<Point_3> end;
Triangulation_3 dt(begin,end);
Reconstruction reconstruction(dt);
reconstruction.run();
const TDS_2& tds = reconstruction.triangulation_data_structure_2();
std::cout << "solid produced with CGAL::Advancing_front_surface_reconstruction\n";
for(TDS_2::Face_iterator fit = tds.faces_begin();
fit != tds.faces_end();
++fit){
if(reconstruction.has_on_surface(fit)){
Triangulation_3::Facet f = fit->facet();
Triangulation_3::Cell_handle ch = f.first;
int ci = f.second;
Point_3 points[3];
for(int i = 0, j = 0; i < 4; i++){
if(ci != i){
points[j] = ch->vertex(i)->point();
j++;
}
}
std::cout << " facet normal "
<< CGAL::unit_normal(points[0],points[1], points[2]) << "\n"
<< " outer loop\n"
<< " vertex " << points[0] << "\n"
<< " vertex " << points[1] << "\n"
<< " vertex " << points[2] << "\n"
<< " endloop\n"
<< " endfacet\n";
}
}
std::cout << "endsolid" << std::endl;
return 0;
}