Files
create/src/Mod/Mesh/App/WildMagic4/Wm4MeshCurvature.cpp
howetuft 4b5ca31149 Fix -Wclass-memaccess warning
Replace C-style memset with C++ value-initialization/assignment (smarter and safer: see https://isocpp.github.io/CppCoreGuidelines/CppCoreGuidelines#slcon3-avoid-bounds-errors)
2019-11-18 12:32:27 +01:00

280 lines
10 KiB
C++

// Wild Magic Source Code
// David Eberly
// http://www.geometrictools.com
// Copyright (c) 1998-2007
//
// This library is free software; you can redistribute it and/or modify it
// under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation; either version 2.1 of the License, or (at
// your option) any later version. The license is available for reading at
// either of the locations:
// http://www.gnu.org/copyleft/lgpl.html
// http://www.geometrictools.com/License/WildMagicLicense.pdf
// The license applies to versions 0 through 4 of Wild Magic.
//
// Version: 4.0.1 (2006/07/23)
#include "Wm4FoundationPCH.h"
#include "Wm4MeshCurvature.h"
namespace Wm4
{
//----------------------------------------------------------------------------
template <class Real>
MeshCurvature<Real>::MeshCurvature (int iVQuantity,
const Vector3<Real>* akVertex, int iTQuantity, const int* aiIndex)
{
m_iVQuantity = iVQuantity;
m_akVertex = akVertex;
m_iTQuantity = iTQuantity;
m_aiIndex = aiIndex;
// compute normal vectors
m_akNormal = WM4_NEW Vector3<Real>[m_iVQuantity];
std::fill_n(m_akNormal,m_iVQuantity,Vector3<Real>{0,0,0});
int i, iV0, iV1, iV2;
for (i = 0; i < m_iTQuantity; i++)
{
// get vertex indices
iV0 = *aiIndex++;
iV1 = *aiIndex++;
iV2 = *aiIndex++;
// compute the normal (length provides a weighted sum)
Vector3<Real> kEdge1 = m_akVertex[iV1] - m_akVertex[iV0];
Vector3<Real> kEdge2 = m_akVertex[iV2] - m_akVertex[iV0];
Vector3<Real> kNormal = kEdge1.Cross(kEdge2);
m_akNormal[iV0] += kNormal;
m_akNormal[iV1] += kNormal;
m_akNormal[iV2] += kNormal;
}
for (i = 0; i < m_iVQuantity; i++)
{
m_akNormal[i].Normalize();
}
// compute the matrix of normal derivatives
Matrix3<Real>* akDNormal = WM4_NEW Matrix3<Real>[m_iVQuantity];
Matrix3<Real>* akWWTrn = WM4_NEW Matrix3<Real>[m_iVQuantity];
Matrix3<Real>* akDWTrn = WM4_NEW Matrix3<Real>[m_iVQuantity];
std::fill_n(akWWTrn,m_iVQuantity,Matrix3<Real>{0,0,0,0,0,0,0,0,0});
std::fill_n(akDWTrn,m_iVQuantity,Matrix3<Real>{0,0,0,0,0,0,0,0,0});
int iRow, iCol;
aiIndex = m_aiIndex;
for (i = 0; i < m_iTQuantity; i++)
{
// get vertex indices
int aiV[3];
aiV[0] = *aiIndex++;
aiV[1] = *aiIndex++;
aiV[2] = *aiIndex++;
for (int j = 0; j < 3; j++)
{
iV0 = aiV[j];
iV1 = aiV[(j+1)%3];
iV2 = aiV[(j+2)%3];
// Compute edge from V0 to V1, project to tangent plane of vertex,
// and compute difference of adjacent normals.
Vector3<Real> kE = m_akVertex[iV1] - m_akVertex[iV0];
Vector3<Real> kW = kE - (kE.Dot(m_akNormal[iV0]))*m_akNormal[iV0];
Vector3<Real> kD = m_akNormal[iV1] - m_akNormal[iV0];
for (iRow = 0; iRow < 3; iRow++)
{
for (iCol = 0; iCol < 3; iCol++)
{
akWWTrn[iV0][iRow][iCol] += kW[iRow]*kW[iCol];
akDWTrn[iV0][iRow][iCol] += kD[iRow]*kW[iCol];
}
}
// Compute edge from V0 to V2, project to tangent plane of vertex,
// and compute difference of adjacent normals.
kE = m_akVertex[iV2] - m_akVertex[iV0];
kW = kE - (kE.Dot(m_akNormal[iV0]))*m_akNormal[iV0];
kD = m_akNormal[iV2] - m_akNormal[iV0];
for (iRow = 0; iRow < 3; iRow++)
{
for (iCol = 0; iCol < 3; iCol++)
{
akWWTrn[iV0][iRow][iCol] += kW[iRow]*kW[iCol];
akDWTrn[iV0][iRow][iCol] += kD[iRow]*kW[iCol];
}
}
}
}
// Add in N*N^T to W*W^T for numerical stability. In theory 0*0^T gets
// added to D*W^T, but of course no update needed in the implementation.
// Compute the matrix of normal derivatives.
for (i = 0; i < m_iVQuantity; i++)
{
for (iRow = 0; iRow < 3; iRow++)
{
for (iCol = 0; iCol < 3; iCol++)
{
akWWTrn[i][iRow][iCol] = ((Real)0.5)*akWWTrn[i][iRow][iCol] +
m_akNormal[i][iRow]*m_akNormal[i][iCol];
akDWTrn[i][iRow][iCol] *= (Real)0.5;
}
}
akDNormal[i] = akDWTrn[i]*akWWTrn[i].Inverse();
}
WM4_DELETE[] akWWTrn;
WM4_DELETE[] akDWTrn;
// If N is a unit-length normal at a vertex, let U and V be unit-length
// tangents so that {U, V, N} is an orthonormal set. Define the matrix
// J = [U | V], a 3-by-2 matrix whose columns are U and V. Define J^T
// to be the transpose of J, a 2-by-3 matrix. Let dN/dX denote the
// matrix of first-order derivatives of the normal vector field. The
// shape matrix is
// S = (J^T * J)^{-1} * J^T * dN/dX * J = J^T * dN/dX * J
// where the superscript of -1 denotes the inverse. (The formula allows
// for J built from non-perpendicular vectors.) The matrix S is 2-by-2.
// The principal curvatures are the eigenvalues of S. If k is a principal
// curvature and W is the 2-by-1 eigenvector corresponding to it, then
// S*W = k*W (by definition). The corresponding 3-by-1 tangent vector at
// the vertex is called the principal direction for k, and is J*W.
m_afMinCurvature = WM4_NEW Real[m_iVQuantity];
m_afMaxCurvature = WM4_NEW Real[m_iVQuantity];
m_akMinDirection = WM4_NEW Vector3<Real>[m_iVQuantity];
m_akMaxDirection = WM4_NEW Vector3<Real>[m_iVQuantity];
for (i = 0; i < m_iVQuantity; i++)
{
// compute U and V given N
Vector3<Real> kU, kV;
Vector3<Real>::GenerateComplementBasis(kU,kV,m_akNormal[i]);
// Compute S = J^T * dN/dX * J. In theory S is symmetric, but
// because we have estimated dN/dX, we must slightly adjust our
// calculations to make sure S is symmetric.
Real fS01 = kU.Dot(akDNormal[i]*kV);
Real fS10 = kV.Dot(akDNormal[i]*kU);
Real fSAvr = ((Real)0.5)*(fS01+fS10);
Matrix2<Real> kS
(
kU.Dot(akDNormal[i]*kU), fSAvr,
fSAvr, kV.Dot(akDNormal[i]*kV)
);
// compute the eigenvalues of S (min and max curvatures)
Real fTrace = kS[0][0] + kS[1][1];
Real fDet = kS[0][0]*kS[1][1] - kS[0][1]*kS[1][0];
Real fDiscr = fTrace*fTrace - ((Real)4.0)*fDet;
Real fRootDiscr = Math<Real>::Sqrt(Math<Real>::FAbs(fDiscr));
m_afMinCurvature[i] = ((Real)0.5)*(fTrace - fRootDiscr);
m_afMaxCurvature[i] = ((Real)0.5)*(fTrace + fRootDiscr);
// compute the eigenvectors of S
Vector2<Real> kW0(kS[0][1],m_afMinCurvature[i]-kS[0][0]);
Vector2<Real> kW1(m_afMinCurvature[i]-kS[1][1],kS[1][0]);
if (kW0.SquaredLength() >= kW1.SquaredLength())
{
kW0.Normalize();
m_akMinDirection[i] = kW0.X()*kU + kW0.Y()*kV;
}
else
{
kW1.Normalize();
m_akMinDirection[i] = kW1.X()*kU + kW1.Y()*kV;
}
kW0 = Vector2<Real>(kS[0][1],m_afMaxCurvature[i]-kS[0][0]);
kW1 = Vector2<Real>(m_afMaxCurvature[i]-kS[1][1],kS[1][0]);
if (kW0.SquaredLength() >= kW1.SquaredLength())
{
kW0.Normalize();
m_akMaxDirection[i] = kW0.X()*kU + kW0.Y()*kV;
}
else
{
kW1.Normalize();
m_akMaxDirection[i] = kW1.X()*kU + kW1.Y()*kV;
}
}
WM4_DELETE[] akDNormal;
}
//----------------------------------------------------------------------------
template <class Real>
MeshCurvature<Real>::~MeshCurvature ()
{
WM4_DELETE[] m_akNormal;
WM4_DELETE[] m_afMinCurvature;
WM4_DELETE[] m_afMaxCurvature;
WM4_DELETE[] m_akMinDirection;
WM4_DELETE[] m_akMaxDirection;
}
//----------------------------------------------------------------------------
template <class Real>
int MeshCurvature<Real>::GetVQuantity () const
{
return m_iVQuantity;
}
//----------------------------------------------------------------------------
template <class Real>
const Vector3<Real>* MeshCurvature<Real>::GetVertices () const
{
return m_akVertex;
}
//----------------------------------------------------------------------------
template <class Real>
int MeshCurvature<Real>::GetTQuantity () const
{
return m_iTQuantity;
}
//----------------------------------------------------------------------------
template <class Real>
const int* MeshCurvature<Real>::GetIndices () const
{
return m_aiIndex;
}
//----------------------------------------------------------------------------
template <class Real>
const Vector3<Real>* MeshCurvature<Real>::GetNormals () const
{
return m_akNormal;
}
//----------------------------------------------------------------------------
template <class Real>
const Real* MeshCurvature<Real>::GetMinCurvatures () const
{
return m_afMinCurvature;
}
//----------------------------------------------------------------------------
template <class Real>
const Real* MeshCurvature<Real>::GetMaxCurvatures () const
{
return m_afMaxCurvature;
}
//----------------------------------------------------------------------------
template <class Real>
const Vector3<Real>* MeshCurvature<Real>::GetMinDirections () const
{
return m_akMinDirection;
}
//----------------------------------------------------------------------------
template <class Real>
const Vector3<Real>* MeshCurvature<Real>::GetMaxDirections () const
{
return m_akMaxDirection;
}
//----------------------------------------------------------------------------
//----------------------------------------------------------------------------
// explicit instantiation
//----------------------------------------------------------------------------
template WM4_FOUNDATION_ITEM
class MeshCurvature<float>;
template WM4_FOUNDATION_ITEM
class MeshCurvature<double>;
//----------------------------------------------------------------------------
}